void Update() { if (EnemiesDestroyed == OverallEnemiesToSpawn || SkipLevel) { SpaceShooterSceneManager.LoadLevelCompletedScene(); } }
void Start() { // Setup EnemiesDestroyed = OverallEnemiesToSpawn = 0; playerHealth.BeforeObjectDies += () => { Debug.Log("Player KIA"); SpaceShooterSceneManager.LoadGameOverScene(); }; foreach (var barrage in MissleBarrages) { barrage.WhenEnemyRocketDiesDelegate = () => { EnemiesDestroyed++; Debug.Log("Enemy Count = " + EnemiesDestroyed); }; OverallEnemiesToSpawn += barrage.NumberOfEnemiesToSpawn; } Debug.Log("Count = " + OverallEnemiesToSpawn); // -------- Start Level -------- // StartCoroutine(StartLevel()); }
public void LoadNextLevel() { SpaceShooterSceneManager.LoadNextLevelScene(); }
public void StartGame() { SpaceShooterSceneManager.LoadNextLevelScene(); }
public void ReturnToStartMenu() { SpaceShooterSceneManager.LoadStartScreen(); }
void Start() { playerHealth.BeforeObjectDies += () => { Debug.Log("Player KIA"); SpaceShooterSceneManager.LoadGameOverScene(); }; }