public void Change_Level(int new_level) { // what has to be done? // change player position to the new level position // update GUIs // record level data // stats reads remaining data from buffer // producers flushes level data // stats saves level data and preps for next level // configure Even Breathing current_level = new_level; Debug.Log("Transporting to Level " + current_level); GUI_controller.SendMessage("Update_Score", 0.0f); player.gameObject.SendMessage("Stop_Moving"); if (current_level != 0) { player.gameObject.SendMessage("Reset_Health_To_Maximum"); GUI_controller.SendMessage("Update_Health_Bar", player.gameObject.GetComponent <Script_Player_Flex_Sensor> ().max_health); } Script_Level script_level = levels [current_level].GetComponent <Script_Level> (); player.position = levels [current_level].position; GUI_controller.SendMessage("Update_Dialogue_Position", player.position); script_level.Show_Level_Dialogue(); }
void Spawn_New_Click_Target() { if (!stopped_generating) { Debug.Log("Spawning new Click_Target from: " + transform.name); GameObject new_click_target = Instantiate(this.click_target_data.click_target); new_click_target.transform.position = Generate_Target_Start_Position(); Script_Level script_level = script_game_controller.levels [script_game_controller.current_level] .GetComponent <Script_Level> (); if (is_click_target_generator) { new_click_target.GetComponent <Script_Click_Target> ().points = script_level.click_target_health_added; new_click_target.transform.name = "click_target_" + num_targets_generated; new_click_target.transform.SetParent(this.transform); } else if (is_moving_target_generator) { new_click_target.GetComponent <Script_Click_Target> ().is_moving_target = true; new_click_target.GetComponent <Script_Click_Target> ().speed = script_level.moving_target_speed; new_click_target.GetComponent <Script_Click_Target> ().points = script_level.moving_target_health_added; new_click_target.transform.name = "moving_target_" + num_targets_generated; new_click_target.transform.SetParent(this.transform); } else if (is_dissapearing_target_generator) { new_click_target.GetComponent <Script_Click_Target> ().is_dissapearing_target = true; new_click_target.GetComponent <Script_Click_Target> ().speed = script_level.dissapearing_target_speed; new_click_target.GetComponent <Script_Click_Target> ().points = script_level.dissapearing_target_health_added; new_click_target.GetComponent <Script_Click_Target> ().life_time = script_level.life_time; new_click_target.transform.name = "dissapearing_target_" + num_targets_generated; new_click_target.transform.SetParent(this.transform); } else if (is_attacking_target_generator) { new_click_target.GetComponent <Script_Click_Target> ().is_attacking_target = true; new_click_target.GetComponent <Script_Click_Target> ().speed = script_level.attacking_target_speed; new_click_target.GetComponent <Script_Click_Target> ().points = script_level.attacking_target_health_added; new_click_target.GetComponent <Script_Click_Target> ().seconds_of_damage = script_level.seconds_of_damage; new_click_target.GetComponent <Script_Click_Target> ().damage_per_second = script_level.damage_per_second; new_click_target.transform.name = "attacking_target_" + num_targets_generated; new_click_target.transform.SetParent(this.transform); } } num_targets_generated++; }