/// <summary> /// Función que reinicia la partida tras un Game Over. /// </summary> public void RestartGame() { panelGameOver.SetActive(false); score = 0; scoreText.text = "SCORE: 0"; remainingLifes = 4; // El número de vidas inicial será de 4. for (int i = 0; i < lifes.Length; i++) { lifes[i].SetActive(true); } dotsInScreen = 325; // El número de puntos en la pantalla será de 325 al inicio de la partida. for (int i = 0; i < dots.Length; i++) { dots[i].SetActive(true); } for (int i = 0; i < bigDots.Length; i++) { bigDots[i].SetActive(true); } if (ResetPositions != null) { ResetPositions(); } StopAllCoroutines(); GameObject[] activeFruit = GameObject.FindGameObjectsWithTag("Game4/Fruit"); if (activeFruit != null) { for (int i = 0; i < activeFruit.Length; i++) { Destroy(activeFruit[i]); } } GenerateFruit(); player.transform.position = new Vector2(14, 11); player.SetActive(true); pacmanMovement.ResetPosition(); }
/// <summary> /// Function called to replay after Game Over. /// </summary> public void RestartGame() { panelGameOver.SetActive(false); score = 0; scoreText.text = "SCORE: 0"; remainingLifes = 4; for (int i = 0; i < lifes.Length; i++) { lifes[i].SetActive(true); } dotsInScreen = 325; for (int i = 0; i < dots.Length; i++) { dots[i].SetActive(true); } for (int i = 0; i < bigDots.Length; i++) { bigDots[i].SetActive(true); } if (ResetPositions != null) { ResetPositions(); } StopAllCoroutines(); GameObject[] activeFruit = GameObject.FindGameObjectsWithTag("Game4/Fruit"); if (activeFruit != null) { for (int i = 0; i < activeFruit.Length; i++) { Destroy(activeFruit[i]); } } GenerateFruit(); player.transform.position = pacmanMovement.startPosition; player.SetActive(true); pacmanMovement.ResetPosition(); }
public IEnumerator PacmansPositionResets() { Vector3 startingPosition = pacman.transform.position; yield return(new WaitForSeconds(WAIT_TIME)); pacmanMovement.ResetPosition(); Assert.AreEqual(startingPosition, pacman.transform.position); }
/// <summary> /// Resets Pacman and Ghost positions. /// </summary> public void ResetEntityPositions() { debugger.Info("resetting positions"); foreach (Ghost ghost in ghosts) { ghost.ResetPosition(); } // We reset the current node here to stop the Ghosts immediately looking at the first node when pacman dies foreach (GhostPath path in FindObjectsOfType <GhostPath>()) { path.ResetCurrentWaypointIndex(); } // Reset pacmans position pacmanMovement.ResetPosition(); }