void Start() { m_Player = GameObject.FindObjectOfType <PlayerMove>().gameObject; m_FollowPlayer = GameObject.FindObjectOfType <FollowPlayer>().gameObject.GetComponent <FollowPlayer>(); //TODO Later on, this should add the current level of the game, so that when you go to the next level in the game, it will create a new level. Random.InitState(m_Seed + LevelManager.instance.GetLevelNumber()); SetupLevel(); //TODO find all the Gameobjects with the tag "Hole" and add them to our list m_Holes.AddRange(GameObject.FindGameObjectsWithTag("Hole")); if (GameManager.instance.GetLastHoleName() != null) { m_Player.GetComponent <PlayerMove>().ReturnLastPos(); for (int i = 0; i < m_Holes.Count; i++) { if (m_Holes[i].name == GameManager.instance.GetLastHoleName()) { GameObject currentListGameObject = m_Holes[i]; m_Player.transform.position = new Vector3(currentListGameObject.transform.position.x - 1, currentListGameObject.transform.position.y, 0f); //send the player's transform to the resetCameraPos function, to use the player transform to help reset the camera's position. m_FollowPlayer.ResetCameraPos(m_Player.transform.position); } } } }