void Update() { if (var.CurrentLevel() == 5 && var.NumberOfEnemies() == 0) { var.playerShootScript.enabled = false; foreach (GameObject enemy in var.enemies) { Shoot shoot = enemy.GetComponent <Shoot>(); shoot.enabled = false; } var.restartExitMenu.SetActive(false); var.menuButton.SetActive(false); var.endMenu.SetActive(true); } if (var.NumberOfEnemies() == 0 && var.CurrentLevel() < 5) { Vector3 offSet = new Vector3(0, 0, -3f); Vector3 desirePlace = new Vector3(var.levels[var.CurrentLevel()].transform.position.x, transform.position.y, var.levels[var.CurrentLevel()].transform.position.z) + offSet; player.transform.position = var.levels[var.CurrentLevel()].playerSpawnPoint.transform.position; player.transform.rotation = var.levels[var.CurrentLevel()].playerSpawnPoint.transform.rotation; transform.position = desirePlace; var.levels[var.CurrentLevel()].SpawnEnemies(); var.IncreseCurrentLevel(); levelCounter.ChangeLevel(); } }
private void Start() { counter = gameObject.GetComponent <TextMeshProUGUI>(); counter.text = "LvL " + var.CurrentLevel(); }