public void Reset() { //Player Reset PC.transform.position = StartingPosition; PC.transform.rotation = StartingRotation; PC_RB.velocity = Vector3.zero; PC_RB.constraints = RigidbodyConstraints.None; PCS_Script.SetAmmo(); RFPC_Script.inControl = true; //JetPack RFPC_Script.ResetFuel(); //LevelReset LevelStarted = false; LevelTimer = 0; Levels[CurrentLevelID].CurrentTargetsLeft = Levels[CurrentLevelID].NumOfTargets; TargetCount = 0; //TargetReset foreach (GameObject Target in Levels[CurrentLevelID].Targets) { Target.SetActive(true); } if (CurrentGameState == GameState.End_Game) { SwitchUI(); } ResetUI(); }