// Reset certain values BEFORE the player enters a new scene public void ClearPlayerBeforeSceneChange(Scene scene) { GetComponentInChildren <AllomechanicalGlower>().RemoveAllEmissions(); movementController.Clear(); PlayerIronSteel.Clear(false); PlayerPewter.Clear(); PlayerZinc.Clear(); }
// Reset certain values AFTER the player enters a new scene private void ClearPlayerAfterSceneChange(Scene scene, LoadSceneMode mode) { if (mode == LoadSceneMode.Single) // Not loading all of the scenes, as it does at startup { PlayerIronSteel.Clear(); SetFrameMaterial(frameMaterial); CanControlPlayer = true; //if (scene.buildIndex == SceneSelectMenu.sceneLevel01) // GodMode = true; //else if (scene.buildIndex == SceneSelectMenu.sceneLevel01) { CoinHand.Pouch.Clear(); PlayerIronSteel.IronReserve.SetMass(0); PlayerIronSteel.SteelReserve.SetMass(0); PlayerPewter.PewterReserve.SetMass(0); } else { // For every scene except the tutorial, give metals and coins at the start. CoinHand.Pouch.Fill(); PlayerIronSteel.IronReserve.SetMass(150); PlayerIronSteel.SteelReserve.SetMass(150); PlayerPewter.PewterReserve.SetMass(100); } GodMode = false; GameObject spawn = GameObject.FindGameObjectWithTag("PlayerSpawn"); if (spawn && CameraController.ActiveCamera) // if CameraController.Awake has been called { transform.position = spawn.transform.position; transform.rotation = spawn.transform.rotation; CameraController.Clear(); } } }