public void LevelComplete() { _currentLevel++; Achievements.AchievementCheck(); asteroidInfo.SetCurrentAsteroidCount(); UIScript.SetLevelSettings(asteroidInfo.targetAsteroidCount, (int)asteroidInfo.targetChildCount); if (_currentLevel > 10) { RestartAfterTime(0); return; } CustomAnalytics.SendLevelStart(_currentLevel); onLevelComplete.Invoke(); string tag = "Bullet"; if (gameObject.DoesTagExist(tag)) { foreach (GameObject bullet in GameObject.FindGameObjectsWithTag(tag)) { Destroy(bullet); } } CreateAsteroids(); _levelCompleteOneShot = false; }
public void StartLevel() { asteroidsSO.numSmallerAsteroidsToSpawn = levelsConfiguration[curLevel][4] - '0'; //get this from remote settings // Spawn the parent Asteroids, child Asteroids are taken care of by them for (int i = 0; i < levelsConfiguration[curLevel][2] - '0'; i++) { SpawnParentAsteroid(i); } curLevel++; if (curLevel >= AchievementManager.levelToReachSkillfullDodger && !AchievementManager.S.Achievements[5].complete) { HIGH_LEVEL_DELEGATE(); } CustomAnalytics.SendLevelStart(curLevel); }
void StartLevel(int levelNum) { #if DEBUG_AsteraX_LogMethods Debug.Log("AsteraX:StartLevel(" + levelNum + ")"); #endif if (LEVEL_LIST.Count == 0) { Debug.LogError("AsteraX:StartLevel(" + levelNum + ") - LEVEL_LIST is empty!"); return; } if (levelNum >= LEVEL_LIST.Count) { levelNum = 1; // Just loop the levels for now. In a real game, this would be different. } GAME_STATE = eGameState.preLevel; GAME_LEVEL = levelNum; LevelInfo info = LEVEL_LIST[levelNum - 1]; // Destroy any remaining Asteroids, Bullets, etc. (including particle effects) ClearAsteroids(); ClearBullets(); foreach (GameObject go in GameObject.FindGameObjectsWithTag("DestroyWithLevelChange")) { Destroy(go); } // Set up the asteroidsSO asteroidsSO.numSmallerAsteroidsToSpawn = info.numSubAsteroids; // Spawn the parent Asteroids, child Asteroids are taken care of by them for (int i = 0; i < info.numInitialAsteroids; i++) { SpawnParentAsteroid(i); } CustomAnalytics.SendLevelStart(GAME_LEVEL); AchievementManager.AchievementStep(Achievement.eStepType.levelUp, levelNum); }