public void PlayerJump(Atom prev, Atom next) { score += 100; BGSaturationBonus = 0.4f; scoreController.Shake(20, 0.5f, 0.9f); foreach (Transform t in currentLevel.ionMap) { Ion ion = t.GetComponent <Ion>(); if (ion.resetTrigger != null && ion.resetTrigger.transform == next.transform) { ion.Reset(); } } }
public void PreStartLevel(LevelData level) { foreach (LevelData ld in levels) { ld.map.gameObject.SetActive(false); } BPM = level.BPM; BPS = BPM / 60f; score = 5000; SetBGColour(level.BGColour); currentLevel.map.gameObject.SetActive(true); currentLevel.ionMap.gameObject.SetActive(true); currentLevel.specialsMap.gameObject.SetActive(true); foreach (Transform t in level.ionMap) { Ion ion = t.GetComponent <Ion>(); ion.Reset(); ion.SetVisible(true); } player.gameObject.SetActive(true); player.PrepareForLevelStart(level.map, level.startAtom, level.startAngle, level.frequency); ResetSpecialsMap(); camera.transform.position = new Vector3(player.transform.position.x, player.transform.position.y, -10); camera.enabled = true; music.clip = currentLevel.music; music.PlayScheduled(AudioSettings.dspTime + 2); levelStartTime = Time.time + 2 + currentLevel.firstBeatDelay; waitingForLevelStart = true; countdown.Set(levelStartTime); }