public void StartGame(bool True) { if (True) { PlayST = GetComponent <PlayerStats>(); gameMap = GetComponent <MapSystem>(); PlayerInt = GetComponent <Interaction>(); WatDmg = Head.GetComponent <WaterDamage>(); if (isOverWorld) { PlayST.SendMainMSG(1, "Fated Island", 3); } else if (isFlameTemple) { PlayST.SendMainMSG(1, "Flame Temple", 3); } else if (isPhantomTemple) { PlayST.SendMainMSG(1, "Phantom Temple", 3); } else if (isFrostTemple) { PlayST.SendMainMSG(1, "Frost Temple", 3); } else if (isFinalTemple) { PlayST.SendMainMSG(1, "Final Temple", 3); } else if (isBeginning) { if (scene == 1) { PlayST.SendMainMSG(1, "Fated Island", 3); } if (scene == 2) { PlayST.SendMainMSG(1, "Flame Temple", 3); } if (scene == 3) { PlayST.SendMainMSG(1, "Phantom Temple", 3); } if (scene == 4) { PlayST.SendMainMSG(1, "Frost Temple", 3); } if (scene == 5) { PlayST.SendMainMSG(1, "Debug Scene", 3); } if (scene == 6) { PlayST.SendMainMSG(1, "Final Temple", 3); } } if (curWeatherPhant) { rain.SetActive(true); curWeatherPhant = false; } else if (curWeatherFrost) { snow.SetActive(true); curWeatherFrost = false; } else if (curWeatherFlame) { ash.SetActive(true); curWeatherFlame = false; } tipText.enabled = false; WatDmg.ResetDrown(); PlayerInt.EnableAUI(false, null); StartCoroutine(AudioFadeIn(musicAudioSrc)); musicAudioSrc.Play(); freezeplayer = false; isDisabled = false; transform.position = newPosition.transform.position; transform.rotation = newPosition.rotation; gameMap.FindMap(); if (isFlameTemple) { FireWave.SetActive(true); } else { FireWave.SetActive(false); } loadingText.text = ""; if (isBeginning) { StartCoroutine(FadeTo(0.0f, 1.0f, blackScreenMenu, false)); } StartCoroutine(FadeTo(0.0f, 1.0f, blackScreen, false)); isBeginning = false; isDebugging = false; PlayST.SetCheckPoint(); isLoading = false; loadScene = false; inTerritory = false; isOverWorld = false; isFlameTemple = false; isPhantomTemple = false; isFrostTemple = false; isFinalTemple = false; True = false; } }