void Start() { //Assign static's so scripts can access properties when needed StaticWallPrefab = theWallPrefab; StaticPlayerPrefab = thePlayerPrefab; StaticDoorPrefab = theDoorPrefab; StaticLeverPrefab = theLeverPrefab; StaticEnemyPrefab = theEnemyPrefab; StaticPositionPoints = thePosPoints; StaticSpikePrefab = theSpikePrefab; EnemySpawned = false; //Loop through all the levels, and instantiate the level set by a string matching a script obj level name foreach (LevelInformation LvlInfo in theLevelBank) { if (LvlInfo.name.Equals(theLevelToPlay)) { //Deserialize level DeserializeFromScriptObj(LvlInfo); //Update temp script obj with level theTempLevel = ScriptableObject.CreateInstance <LevelInformation>(); theTempLevel.tagList = LvlInfo.tagList; theTempLevel.tagGameObjectListJSON = LvlInfo.tagGameObjectListJSON; theTempLevel.switcherControlJSON = LvlInfo.switcherControlJSON; theTempLevel.playerStartPosition = LvlInfo.playerStartPosition; //Update ui buttons to map to player theSaveWorldButton.GetComponent <Button>().onClick.AddListener(CallSaveWorld); theLoadWorldButton.GetComponent <Button>().onClick.AddListener(CallLoadWorld); theSavePositionButton.GetComponent <Button>().onClick.AddListener(CallSavePosition); theLoadPositionButton.GetComponent <Button>().onClick.AddListener(CallLoadPosition); break; } } }
public void ResetStats(bool resetTeams = true) { DispatcherHelper.CheckBeginInvokeOnUI(delegate { AverageHealthDamage = 0; AverageHltvRating = 0; AverageEseaRws = 0; AssistPerRound = 0; DeathPerRound = 0; KillPerRound = 0; DamageHealthCount = 0; DamageArmorCount = 0; MvpCount = 0; KillCount = 0; KnifeKillCount = 0; TeamKillCount = 0; HeadshotCount = 0; AssistCount = 0; DeathCount = 0; SmokeThrownCount = 0; FlashbangThrownCount = 0; HeadshotCount = 0; DecoyThrownCount = 0; MolotovThrownCount = 0; IncendiaryThrownCount = 0; HitCount = 0; WeaponFiredCount = 0; AssistPerRound = 0; DeathPerRound = 0; OneKillCount = 0; TwoKillCount = 0; ThreeKillCount = 0; FourKillCount = 0; FiveKillCount = 0; ScoreTeam1 = 0; ScoreTeam2 = 0; ScoreFirstHalfTeam1 = 0; ScoreFirstHalfTeam2 = 0; ScoreSecondHalfTeam1 = 0; ScoreSecondHalfTeam2 = 0; Rounds.Clear(); WeaponFired.Clear(); Kills.Clear(); Overtimes.Clear(); PositionPoints.Clear(); MolotovsFireStarted.Clear(); DecoyStarted.Clear(); BombPlanted.Clear(); BombDefused.Clear(); BombExploded.Clear(); BombPlanted.Clear(); BombDefused.Clear(); BombExploded.Clear(); ClutchCount = 0; ClutchLostCount = 0; ClutchWonCount = 0; EntryKillCount = 0; MostBombPlantedPlayer = null; MostEntryKillPlayer = null; MostHeadshotPlayer = null; MostKillingWeapon = null; HasCheater = false; PlayersHurted.Clear(); PlayerBlinded.Clear(); Winner = null; Surrender = null; if (resetTeams) { Players.Clear(); TeamCT.Clear(); TeamT.Clear(); } else { foreach (Player playerExtended in Players) { playerExtended.ResetStats(); } } }); }