void Start() { // Resources.UnloadUnusedAssets(); Game.Instance.DisabledState = PlayerPrefs.GetInt("failed", 0); Game.Instance.GameState = E_GameState.Game; Game.Instance.CurrentLevel = Application.loadedLevelName; for (int i = 0; i < HumansCache.Length; i++) { HumansCache[i].Init(); } for (int i = 0; i < DeadBodies.Length; i++) { DeadBodies[i].Init(); } for (int i = 0; i < GameZones.Length; i++) { if (i == Game.Instance.CurrentGameZone) { CurrentGameZone = GameZones[i]; CurrentGameZone.Enable(); } else { GameZones[i].Disable(); } } Game.Instance.LeaderBoardID = LeaderBoardID; Invoke("PrepareForStart", 0.1f); }
IEnumerator LoadLastSave(float delay) { // Debug.Log("mission - load last save point " + Game.Instance.GameType); StartCoroutine(FadeOutMusic(2)); yield return(new WaitForSeconds(3)); GuiManager.Instance.FadeOut(); yield return(new WaitForSeconds(1)); Player.Instance.Agent.Transform.position = new Vector3(0, -1000, 0); yield return(new WaitForSeconds(0.1f)); //Player.Instance.Agent.CharacterController() CurrentGameZone.Reset(); CurrentGameZone.Disable(); // Debug.Log("mission - show last obejcts"); for (int i = 0; i < ManagedGameObject.Length; i++) { ManagedGameObject[i].SetActiveRecursively(true); } SpriteEffectsManager.Instance.ReleaseBloodSprites(); Game.Instance.Save_Load(); yield return(new WaitForEndOfFrame()); //Debug.Log("mission - set current zone" + Game.Instance.CurrentGameZone); CurrentGameZone = GameZones[Game.Instance.CurrentGameZone]; CurrentGameZone.Enable(); //Debug.Log("Respawning player - currentgamezone" + Game.Instance.CurrentGameZone); Player.Instance.Agent.SendMessage("Activate", CurrentGameZone.PlayerSpawn.Transform); GuiManager.Instance.ShowMessage(GuiManager.E_HudMessageType.E_NONE); // Debug.Log("mission - set music"); SetNewMusic(SoundDataManager.Instance.CalmMusic, SoundDataManager.Instance.CalmMusicVolume, SoundDataManager.Instance.CalmMusicFadeOutTime, SoundDataManager.Instance.CalmMusicFadeInTime); CurrentGameZone.Restart(); GuiManager.Instance.Reset(); GuiManager.Instance.FadeIn(2); //Debug.Log("mission - loaded"); }