IEnumerator RestartEverything() { SceneManager.LoadScene("Floor 1"); yield return(new WaitForFixedUpdate()); player = Player_S.self.gameObject; AudioManager = AudioManager_S.self; canvas = Canvas_S.self; canvasAsset = Canvas_S.self.GetComponent <Canvas>(); judgingSystem = JudgingSystem_S.self; secondCamera = SecondCamera_S.self.GetComponent <Camera>(); secondCamera.enabled = false; mainCamera = Camera_S.self.GetComponent <Camera>(); level = 1; canvas.getLevelUIText().text = "level " + level; QnA_S[] array = Resources.LoadAll <QnA_S>("Questions"); // takes all the QnA_S files from Resources for (int i = 0; i < array.Length; i++) { qnaArray.Add(array[i]); } BuildLevel(); }
private int currentWaypoint = 0; // Current waypoint AI is seeking // Start is called before the first frame update void Start() { foundTarget = false; audioManager = GameObject.Find("Audio Manager").GetComponent <AudioManager_S>(); enemySprite = transform.GetChild(0).gameObject; spriteRigid = transform.GetChild(0).GetComponent <Rigidbody>(); animator = transform.GetChild(0).GetComponent <Animator>(); invincibilityFlashTicks = (int)((invincibilitySeconds - 0.28f) / 0.16f); // **************************************************************** seeker = GetComponent <Seeker>(); rigid = GetComponent <Rigidbody2D>(); if (target == null) { target = transform; } seeker.StartPath(transform.position, target.position, OnPathComplete); // starts a new path to the target, returns the result to method On Path Complete StartCoroutine(UpdatePath()); }
// Start is called before the first frame update void Awake() { if (self == null) { self = this; DontDestroyOnLoad(gameObject); // Basic method to remain even after scene load GameController_S.maintainedScripts.Add(gameObject); } else { Destroy(gameObject); } foreach (Sound_S sound in sounds) // Creates audio sources for all sounds in the array { sound.source = gameObject.AddComponent <AudioSource>(); sound.source.clip = sound.clip; sound.source.volume = sound.volume; sound.source.pitch = sound.pitch; sound.source.loop = sound.loop; } }