public void ResetLevelState() { enemySpawner.ClearEnemies(); enemySpawner.enemyCount = 0; enemySpawner.enemyHealth = enemySpawner.maxEnemies; scoreCounter.firedFilamentCM = 0; scoreCounter.UpdateScore(); defenseHover.enabled = false; currentLevel = GameObject.FindGameObjectWithTag("Level"); // has to happen before level object is disabled if (currentLevel != null) { PlayerHealth playerHealth = currentLevel.GetComponentInChildren <PlayerHealth>(); playerHealth.playerHealth = playerHealth.maxPlayerHealth; currentLevel.SetActive(false); } foreach (TowerMover towerMover in towers) { towerMover.ResetTowerToStart(); towerMover.enabled = false; } foreach (DefenseSupportMover supportMover in supports) { //supportMover.GetComponent<OutlineEnabler>().OutlineColor = Color.white; todo change color of drawer outline supportMover.ResetSupportToStart(); supportMover.enabled = false; } slowSticks.ResetStickToStart(); slowSticks.enabled = false; }
//Ready for the next level? public void NextLevel() { chaos = 0; level++; maxChaos = level * 50; maxEnemies = level * 10; //Destroy player and enemies GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { Destroy(player); } enemySpawner.ClearEnemies(); enemySpawner.StopSpawning(); //GENERATE NEW LEVEL LevelGenerator.GenerateLevel(levelManager.levelPrototype); levelManager.CreateLevel(); enemySpawner.BeginSpawning(); //Set player position Instantiate(playerPrefab, Level.StartGate.position, Quaternion.identity); }
public void EndGame(bool success) { graphManager.DestroyGraph(); EnemiesSpawner.ClearEnemies(); DotsCount = 0; GameRunning = false; GameEnded(success); }
public void Stop() { //audioManager.playSound("Bell"); //doorManager.CloseAllDoors(); //ESpawner.DisableSpawnPoints(); StopTimer(); ESpawner.ClearEnemies(); waveInProgress = false; }
public void Respawn() { //decrease the amount of dead heroes HeroManager.Instance.deadPlayers--; canSlide = false; stats.currentHealth = stats.maxHealth; PlayerUI.Instance.SetHealthBarColour(this, Color.black, true); transform.localEulerAngles = Vector3.zero; rb.constraints = RigidbodyConstraints2D.FreezeRotation; transform.position = LevelManager.Instance.currentSpawnPoint.transform.position; rb.velocity = Vector2.zero; OnHeroSpawn(); EnemySpawner.ClearEnemies(); SetupSprite(); alive = true; }