void OnTriggerExit(Collider other) { if (!collided) { collided = true; FallLevelManager.RingHit(this.transform); } }
// Update is called once per frame void LateUpdate() { if (transform.position.y > deletionHeight && !markedForDeletion) { markedForDeletion = true; FallLevelManager.RingMiss(this.transform); } else { Vector3 movement = new Vector3(0, movementSpeed, 0); movement *= Time.deltaTime; transform.position += movement; } }
void OnSceneLoad(Scene s, LoadSceneMode mode) { Debug.Log("Loaded scene: " + s.name); int difficulty = PlayerPrefsManager.LoadStageDifficulty(); Debug.Log("difficulty: " + difficulty.ToString()); switch (s.name) { case "MainMenu": break; case "RealityStart": break; case "Fall": FallLevelManager.StartLevel(difficulty); break; case "Chase": ChaseLevelManager.StartLevel(difficulty); break; case "Survival": break; case "Nightmare": break; case "RealityMotivation": break; case "RealitySkill": break; case "RealityClass": PlayerPrefsManager.IncreaseLevelNumber(); break; case "RealitySuccess": break; case "RealityFail": break; } }