public void GenerateLevel() { //Nécessaire, ne pas enlever EnemySpawn.InitSpawns(); PlayerSpawn.InitSpawns(); cameras = new Camera[4]; arenaScenes = new Scene[4]; arenasLeftToSpawn = levels[currentLevel].arenasToSpawnCount; //SceneLoader.AddArenas(levels[currentLevel].arenas, levels[currentLevel].arenasToSpawnCount); SceneManager.sceneLoaded += OnSceneAdded; if (!useSave) { int random = Random.Range(0, levels[currentLevel].arenas.Count); while (currentArenaIndex == random) { random = Random.Range(0, levels[currentLevel].arenas.Count); } currentArenaIndex = random; } else { currentArenaIndex = SaveManager.instance.playerDatas[0].arenaIndexes[levels[currentLevel].arenas.Count - arenasLeftToSpawn]; } selectedArenaIndexes = new List <int>() { currentArenaIndex }; SceneManager.LoadScene(levels[currentLevel].arenas[currentArenaIndex].sceneName, LoadSceneMode.Additive); }