// Our own function for handling player death public void Kill() { // take away a life and save that change livesObject.Loselife(); livesObject.Savelives(); // check if it is game over then bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { // if it is game over... // load the game over scene SceneManager.LoadScene("GameOver"); } else { // if it is game over... // load the game over scene // if it is not game over // reset the current level to restart from screen // Reset the current level to restart from the beginning. // First, ask unity what the current level is Scene currentLevel = SceneManager.GetActiveScene(); // Second, tell unity to load the current again // by passing the build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } }
//our own function for handling player death public void Kill() { //take away life and save that change livesObject.Loselife(); livesObject.SaveLives(); Death.Play(); //check if its game over bool gameOver = livesObject.IsGameOver(); if (gameOver == true) { //if is.............load game over scene SceneManager.LoadScene("GameOver"); } else { //if no.............. //Reset current level to restart from beginning //first ask unity what current level is Scene currentLevel = SceneManager.GetActiveScene(); //second, tell unity to load current level again, by passing build index of our level SceneManager.LoadScene(currentLevel.buildIndex); } }