//Ready for the next level? public void NextLevel() { chaos = 0; level++; maxChaos = level * 50; maxEnemies = level * 10; //Destroy player and enemies GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { Destroy(player); } enemySpawner.ClearEnemies(); enemySpawner.StopSpawning(); //GENERATE NEW LEVEL LevelGenerator.GenerateLevel(levelManager.levelPrototype); levelManager.CreateLevel(); enemySpawner.BeginSpawning(); //Set player position Instantiate(playerPrefab, Level.StartGate.position, Quaternion.identity); }
public override void OnInspectorGUI() { DrawDefaultInspector(); LevelMaker ld = (LevelMaker)target; if (GUILayout.Button("Generate Level")) { ld.CreateLevel(); } }
//after a level has been completed, it calls the different functions that each //component needs to reset itself. then it calls the other functions that belong //to the game manager to reset themselves. private void ResetLevel() { thisKey.ResetKey(); thisLevel.ResetLevel(); thisLevel.CreateLevel(); thisTimer.ResetTimer(); ResetIndexValues(); ResetLocations(); levelCount++; DisplayLevel(); }