public override void Reset() { base.Reset(); anger = 0; inRage = false; rightDroneSpawner.Clear(); rightDroneSpawner.gameObject.SetActive(false); leftDroneSpawner.Clear(); leftDroneSpawner.gameObject.SetActive(false); }
private void GenerateLevel() { //clear level _levelGenerator.Clear(); foreach (GameObject room in GameObject.FindGameObjectsWithTag("Room")) { Destroy(room); } //clear enemies _enemySpawner.Clear(); foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy")) { Destroy(enemy); } //clear items foreach (GameObject powerup in GameObject.FindGameObjectsWithTag("PowerUp")) { Destroy(powerup); } //clear effects foreach (GameObject effect in GameObject.FindGameObjectsWithTag("Effect")) { Destroy(effect); } //clear guns that are not picked up foreach (GameObject gun in GameObject.FindGameObjectsWithTag("Gun")) { if (!gun.GetComponent <WeaponPickupScript>().IsPickedUp) { Destroy(gun); } } //generate level _levelGenerator.GenerateLevel(_width, _height, _randomRooms, _itemRooms); //set cuby position to spawn room _cuby.transform.position = new Vector3(_levelGenerator.GetCubySpawnPos().x, _levelGenerator.GetCubySpawnPos().y, -5); _minimapCam.transform.position = new Vector3(_cuby.transform.position.x, _cuby.transform.position.y, -100); //init enemies if (_doSpawnEnemies) { StartCoroutine(Init()); } }