void InstantiateRoom()//Instancia uma sala aleatoria e remove ela da lista { onNewRoom?.Invoke(); if (roomsPassed < 10)//salas faceis { int random = UnityEngine.Random.Range(0, easyRooms.Count); currentRoom = Instantiate(easyRooms[random], spawnRoomPoint.position, Quaternion.identity); easyRooms.Remove(easyRooms[random]); } else if (roomsPassed >= 10 && roomsPassed < 20)//salas medias { int random = UnityEngine.Random.Range(0, mediumRooms.Count); currentRoom = Instantiate(mediumRooms[random], spawnRoomPoint.position, Quaternion.identity); mediumRooms.Remove(mediumRooms[random]); } else if (roomsPassed >= 20 && roomsPassed <= 30)//salas dificeis { if (hardRooms.Count > 0) { int random = UnityEngine.Random.Range(0, hardRooms.Count); currentRoom = Instantiate(hardRooms[random], spawnRoomPoint.position, Quaternion.identity); hardRooms.Remove(hardRooms[random]); } else { HelpfulFunctions.LoadScene("MenuInicial"); } } roomsPassed++; navMesh.BuildNavMesh(); }
IEnumerator LoadScene(string cena) { AM.SetTrigger("Ficar grande"); yield return(new WaitForSeconds(1.5f)); HelpfulFunctions.LoadScene(cena); }
IEnumerator LoadScene(string sceneName) { AM.SetTrigger("Ficar grande"); yield return(new WaitForSeconds(1.5f)); GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStatus>().Save(); HelpfulFunctions.LoadScene(sceneName); }