public void reload_level(int level) { Debug.Log(level); Debug.Log(StatManager.get_state().current_map); Debug.Log(StatManager.get_state().bot_level); game_terrian.preload_level(StatManager.get_state().current_map); game_terrian.instantiate_level(StatManager.get_state().current_map); level_param = game_param.level_params[level]; if (StatManager.get_state().game_mode == 0) { StatManager.get_state().champion[1] = UnityEngine.Random.Range(1, 4); } game_state.reload(level_param); brick_manager.reload(level_param); brick_manager.generate_map(game_terrian.get_grid()); for (int i = 0; i < 2; i++) { player_item[i].board.GetComponent <Board>().set_param(level_param); player_item[i].board.GetComponent <Board>().player_id = i; board_dragged(Vector2.zero, i); player_item[i].launcher.GetComponent <Launcher>().set_param(level_param, game_state.player_state[i], i); } ongame_ui_manager.reload(game_state); if (bot_manager != null) { bot_manager.reload(level_param, StatManager.get_state().bot_level); } if (bot_manager2 != null) { bot_manager2.reload(level_param, 2); } is_paused = false; is_finished = false; time_begin = Time.time; checkpoint_state = 0; }