private void Reset() { mPlayerCharacter.Reset(); mCurrentDifficulty.Reset(); EnemyFactory.Reset(); mActiveEnemies.Clear(); mMissedEnemies = 0; //mDistanceTravelled = 0.0f; }
private void Reset() { // Reset the difficulty. mCurrentDifficulty.Reset(); // Recycle all active objects. ClearEnemies(); // Reset stats. mMissedEnemies = 0; mScore = 0; // Reset Player and set random colors. mPlayerCharacter.Reset(); mPlayerCharacter.SetFirstTarget(GetRandomColor()); mPlayerCharacter.SetSecondTarget(GetRandomColor()); }
private void Reset() { for (int bullet = 0; bullet < mPlayerCharacter.Weapon.ActiveBullets.Count; bullet++) { mPlayerCharacter.Weapon.ActiveBullets[bullet].SetActive(false); } if (boss != null) { boss.Destroy(); boss = null; } mPlayerCharacter.Reset(); mCurrentDifficulty.Reset(); EnemyFactory.Reset(); PowerupFactory.Reset(); mMissedEnemies = 0; mDistanceTravelled = 0.0f; mLevelTimeLeft = DifficultyCurve.LevelDuration; GameText.text = ""; }