public static void LoadScene(int _sceneId)
    {
        Application.LoadLevel(2);

        // Call All Reset Statics
        PlayerChildFSM.ResetStatics();
        PlayerMain.ResetStatics();
        player_control.ResetStatics();
        GameManager.ResetStatics();
        EndGamePanel.ResetStatics();

        PlayerSquadFSM.ResetStatics();
        SquadChildFSM.ResetStatics();

        Wall.ResetStatics();
        WallRenderer.ResetStatics();
        Nutrients.ResetStatics();

        ECPoolManager.ResetStatics();
        ECIdleState.ResetStatics();
        DirectionDatabase.ResetStatics();
        FormationDatabase.ResetStatics();
        PathQuery.ResetStatics();
        PointDatabase.ResetStatics();
        PositionQuery.ResetStatics();
        ECTracker.ResetStatics();

        EnemyMainFSM.ResetStatics();

        Application.LoadLevel(_sceneId);
    }
Example #2
0
 //A function to disable the enemy child cells by disabling the visual and collisions of the child cell and add it back into the pool
 private void DisableCell()
 {
     m_Child.GetComponent <SpriteRenderer>().enabled = false;
     m_Child.GetComponent <BoxCollider2D>().enabled  = false;
     m_ecFSM.rigidbody2D.isKinematic = true;
     ECPoolManager.AddToPool(m_Child);
 }
Example #3
0
    void Start()
    {
        if (instance == null)
        {
            instance = this;
        }

        // GetComponent
        m_EMFSM  = GetComponent <EnemyMainFSM> ();
        width    = GetComponent <CircleCollider2D> ().bounds.size.x;
        fRadius  = GetComponent <CircleCollider2D> ().bounds.size.x;
        position = transform.position;

        // Find gameObject
        ECPool = GameObject.Find("Enemy Child Cell Pool").GetComponent <ECPoolManager>();

        // Initialise status
        bIsEnemyVisible = true;
        bIsEnemyWin     = false;
        bCanSpawn       = true;
        // Able to command child cells to any state by default
        bCanAddDefend   = true;
        bCanAddAttack   = true;
        bCanAddLandmine = true;
    }