Inheritance: MonoBehaviour
Exemple #1
0
    public void OnClick_GetInputNumber()
    {
        try {
            num = int.Parse(randomNum.text);
        }
        catch (Exception e) {
            return;
        }

        gameStartPanel.SetActive(false);
        GameTextOn();
        randomNumber.gameObject.SetActive(true);

        //UnityEngine.Random.InitState(num);
        Env   = GameObject.Find("Env");
        Level = new GameObject("Level");
        Level.transform.parent = Env.transform;
        Level.AddComponent <GenerateScene>();

        genSceneScript            = Level.GetComponent <GenerateScene>();
        genSceneScript.randomSeed = num;
        genSceneScript.genScene();
        Destroy(Level.GetComponent("GenerateScene"));

        character.gameObject.SetActive(true);
        character.isAlive = true;
        character.particle[4].Stop();
        controller.bombParticle.Stop();
        backGroundAudio.Play();

        // Necessary because the same seed(num) generates different results between the same time & after
        //OnClick_RestartGame();
    }
Exemple #2
0
    public void OnClick_RestartGame()
    {
        gameEndPanel.SetActive(false);
        gameCompletePanel.SetActive(false);
        gameStopPanel.SetActive(false);
        GameTextOn();
        character.animator.enabled = true;
        Scene.gameStopped          = false;

        AIs = Level.transform.parent.GetChild(0);
        for (int i = 0; i < AIs.childCount; i++)
        {
            Destroy(AIs.GetChild(i).gameObject);
        }
        Destroy(Level);
        //UnityEngine.Random.InitState(num);
        Level = new GameObject("Level");
        Level.transform.parent = Env.transform;
        Level.AddComponent <GenerateScene>();

        genSceneScript            = Level.GetComponent <GenerateScene>();
        genSceneScript.randomSeed = num;
        genSceneScript.genScene();
        Destroy(Level.GetComponent("GenerateScene"));

        activeCamera.gameRestart = true;

        character.gameObject.SetActive(true);
        character.isAlive = true;
        character.recoverBegin();
        character.particle[4].Stop();
        controller.bombParticle.Stop();
        controller.Initialize();
        backGroundAudio.Stop();
        backGroundAudio.Play();
        Scene.recoverBomb = true;
        Invoke("SetRecoverBombFalse", 0.1f);
    }