private void Start() { if (ChooseControls.playerStates.Count(i => i.Value != PlayerState.Deactivated) < 3) // Start as circle { levelSpawner.SpawnCircle(); return; } levelSpawner.SpawnLevel(ChooseControls.playerStates.Count(i => i.Value != PlayerState.Deactivated)); // Start normal }
public override IEnumerator StateEnter() { Debug.Log("Change state to MenuState"); levelSpawner.SpawnLevel(); mainMenu.Init(); yield break; }
private void PlayerWon() { // Добавить счет Score++; // Сгенерировать заново трассу spawner.SpawnLevel(); // Обновить переменную isFinished isFinished = false; ballController.MoveToLandingPoint(); }
void Start() { Time.timeScale = 1; ai = AI.instance; //Spawn Level levelSpawner = this.GetComponent <LevelSpawner>(); tileList = levelSpawner.SpawnLevel(Data.currentData.ChosenLevel); playerController.ApplyUpgrades(); playerController.OnTurnStart(); playersTurn = true; }
private void PlaceLevel() { Vector3 spawnPosition = _placementPose.position; // place object, in ok position when we test in editor... if (_runInEditor) { spawnPosition = new Vector3(-2, -3, 6); } _levelSpawner.SpawnLevel(_levelData, spawnPosition, _placementPose.rotation); isPlaced = true; placementIndicator.SetActive(false); enabled = false; DisablePlaneDetection(); }
public void CreateLevel() { blocksCount = levelSpawner.SpawnLevel(OnBrickDestroyed); }