void Start() { image = transform.FindChild("Image"); winGO = transform.FindChild("Winner").gameObject; level = GetComponent <PlatformLevel>(); _rigidbody = GetComponent <Rigidbody2D>(); _collider = GetComponent <CircleCollider2D>(); weapon = GetComponentInChildren <Weapon>(); anim = GetComponent <Animator>(); distToGround = _collider.bounds.extents.y; StartUp(); }
// Creates the levels at the start of the game, after setting up number of breaths and sets/levels public void CreateLevels() { Levels = new List <PlatformLevel>(); Levels.Clear(); for (int i = 0; i < FizzyoFramework.Instance.Session.SessionSetCount; i++) { PlatformLevel newLevel = new PlatformLevel(); newLevel.GoodBreathMax = FizzyoFramework.Instance.Session.SessionBreathCount; Levels.Add(newLevel); } CurrentLevelIndex = 0; CurrentLevel = Levels[CurrentLevelIndex]; }
public void StartNewLevel() { LevelRunning = true; CurrentLevelIndex++; CurrentLevel = Levels[CurrentLevelIndex]; HUD.SetActive(true); LevelEndUI.SetActive(false); if (levelEnd != null) { Destroy(levelEnd); } Player.transform.position = Vector3.zero; }
void Start() { image = transform.FindChild("Image"); level = GetComponent <PlatformLevel>(); _rigidbody = GetComponent <Rigidbody2D>(); _collider = GetComponent <CircleCollider2D>(); weapon = GetComponentInChildren <Weapon>(); anim = GetComponent <Animator>(); pathFinding = GameObject.Find("Path").GetComponent <PathFinding>(); health.num = health.max; power.num = power.min; power.max = 100; if (SP.duration >= 1) { powerDecrease = power.max / SP.duration; } else { powerDecrease = power.max; } powerIncrease = power.max / timeUntilFull; distToGround = _collider.bounds.extents.y; horizontal = 1; }
private void Start() { CoinEffect = this.GetComponent <AudioSource>(); CurrentLevel = Levels[CurrentLevelIndex]; LevelRunning = true; }
// Increments the level public void IncrementLevel() { CurrentLevelIndex++; CurrentLevel = Levels[CurrentLevelIndex]; }