private void Awake() { sceneManager = GetComponent <scenemanager_CS>(); stageNumber = sceneManager.GetStageNumber(); levelNumber = sceneManager.GetLevelNumber(); label = "Stage" + stageNumber + "Level" + levelNumber + "Passes"; passCount = PlayerPrefs.GetInt(label); }
// Start is called before the first frame update void Awake() { sceneManager = GetComponent <scenemanager_CS>(); stageNumber = sceneManager.GetStageNumber(); levelNumber = sceneManager.GetLevelNumber(); if (stageNumber == 2) { switch (levelNumber) { case 10: assetColor = colorOptions[4]; break; case 9: assetColor = colorOptions[3]; break; case 8: assetColor = colorOptions[2]; break; case 7: assetColor = colorOptions[1]; break; case 6: assetColor = colorOptions[0]; break; case 5: assetColor = colorOptions[4]; break; case 4: assetColor = colorOptions[3]; break; case 3: assetColor = colorOptions[2]; break; case 2: assetColor = colorOptions[1]; break; default: assetColor = colorOptions[0]; break; } assetMat.SetColor("_Tint", assetColor); } }