public void CreateLevel(int levelNumber) { currentLevel = Instantiate(levelPrefabs[levelNumber]); currentLevel.transform.position = Vector3.zero; LevelSetup levelInfo = currentLevel.GetComponent <LevelSetup>(); playerPrefabs = levelInfo.playerPrefabs; netPosition = levelInfo.netLandinPosition; GameLevelBegins(); trajectoryScript tranjector = transform.GetComponent <trajectoryScript>(); tranjector.ballClick = levelInfo.hitCollider.gameObject; tranjector.minY = levelInfo.minY; tranjector.minX = levelInfo.minX; tranjector.maxX = levelInfo.maxX; tranjector.maxY = levelInfo.maxY; playerActiveinScene = levelInfo.playersActiveInLevel; endPosition = levelInfo.endPositionfromNet; newPlayerPositionChangeValue = levelInfo.newPlayerChangeValue; newPlayerCreationPoint = levelInfo.newplayerCreationPoint; playersToSave = levelInfo.PlayersToSave; coinpickupPositions = levelInfo.coinPickUpPosition; playersToSave += playerActiveinScene.Count; }
private void Awake() { instance = this; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <trajectoryScript>(); }
// Use this for initialization void Start() { instance = this; trajectoryScript = GetComponent <trajectoryScript>(); }