public static void LoadScene(int _sceneId) { Application.LoadLevel(2); // Call All Reset Statics PlayerChildFSM.ResetStatics(); PlayerMain.ResetStatics(); player_control.ResetStatics(); GameManager.ResetStatics(); EndGamePanel.ResetStatics(); PlayerSquadFSM.ResetStatics(); SquadChildFSM.ResetStatics(); Wall.ResetStatics(); WallRenderer.ResetStatics(); Nutrients.ResetStatics(); ECPoolManager.ResetStatics(); ECIdleState.ResetStatics(); DirectionDatabase.ResetStatics(); FormationDatabase.ResetStatics(); PathQuery.ResetStatics(); PointDatabase.ResetStatics(); PositionQuery.ResetStatics(); ECTracker.ResetStatics(); EnemyMainFSM.ResetStatics(); Application.LoadLevel(_sceneId); }
// Use this for initialization void Start() { if (s_ECPool == null) { s_ECPool = new Queue <GameObject>(); } s_ECTracker = ECTracker.Instance; //Store all enemy child cells into the pool foreach (Transform child in transform) { if (child.tag == Constants.s_strEnemyChildTag) { s_ECPool.Enqueue(child.gameObject); } } m_nSpawnCount = 0; }
// Use this for initialization void Start() { if(s_ECPool == null) { s_ECPool = new Queue<GameObject>(); } s_ECTracker = ECTracker.Instance; //Store all enemy child cells into the pool foreach(Transform child in transform) { if(child.tag == Constants.s_strEnemyChildTag) { s_ECPool.Enqueue(child.gameObject); } } m_nSpawnCount = 0; }
public static void ResetStatics() { s_Instance = null; }