public void Clear() { _nextSpawn = Vector3.zero; _buildingsCount = 0; while (transform.childCount > 0) { DestroyImmediate(transform.GetChild(0).gameObject); } tilemapGenerator.Clear(); }
public IEnumerator StartingGame() { StartingOverlayPanel.SetActive(true); // done on start because otherwise there would be problem with retained Entitas entities (solvable of course) GeneratingText.text += Environment.NewLine + "..."; yield return(new WaitForSeconds(0.3f)); if (Difficulty.value == 0) // easy { } float enemyCountRate = Difficulty.value == 0 ? 0.9f : Difficulty.value == 1 ? 1f : 1.1f; _worldActorFiller.FillWithActors(enemyCountRate); yield return(new WaitForSeconds(0.3f)); _tilemapGenerator.Clear(); yield return(new WaitForSeconds(0.3f)); _tilemapGenerator.Generate(); yield return(new WaitForSeconds(0.1f)); foreach (GameObject gameObjectToEnable in ToEnableWhenStarting) { gameObjectToEnable.SetActive(true); yield return(new WaitForSeconds(0.05f)); // without this objects may start in wrong order, causing data to be corrupted } StartingOverlayPanel.SetActive(false); _uiFacade.AddLogEntry("<color=#adf>Welcome!</color> \nHave fun working with Osnowa."); _uiFacade.AddLogEntry("Feel free to play around with the engine."); gameObject.SetActive(false); }