public void GoToThisScene() { switch (sceneName) { case "Level1": BGMMenu.Get().stopMenuMusic(); LoaderManager.Get().LoadScene(sceneName); UILoadingScreen.Get().SetVisible(true); break; case "Level2": BGMMenu.Get().stopMenuMusic(); LoaderManager.Get().LoadScene(sceneName); UILoadingScreen.Get().SetVisible(true); break; case "GameOver": SceneManager.LoadScene(sceneName); break; case "Menu": if (SceneManager.GetActiveScene().name == "GameOver") { BGMMenu.Get().playMenuMusic(); } SceneManager.LoadScene(sceneName); break; case "Controls": SceneManager.LoadScene(sceneName); break; case "Credits": SceneManager.LoadScene(sceneName); break; default: if (isLevelRestartButton) { SceneManager.LoadScene(SaveLastLevel.Get().loadLevelName()); } else { SceneManager.LoadScene(sceneName); } break; } }
// Start is called before the first frame update private void Start() { Cursor.visible = false; squadSpawner = squadSpawnerGameObject.GetComponent <SquadSpawner>(); squadSpawner.addSquadToLevelSquads(); for (int i = 0; i < enemySquads.Length; i++) { enemySquads[i].GetComponent <Enemy>().deActivateWaypoint(); for (int f = 0; f < enemySquads[i].GetComponent <Enemy>().squadMembers.Count; f++) { enemySquads[i].GetComponent <Enemy>().squadMembers[f].GetComponent <Enemy>().onEnemyDeath += deleteEnemyFromSquad; enemySquads[i].GetComponent <Enemy>().squadMembers[f].GetComponent <Enemy>().onEnemyDestroyed += deleteEnemyFromSquad; enemySquads[i].GetComponent <Enemy>().squadMembers[f].GetComponent <Enemy>().onEnemyDeath += addPointsToPlayer; } enemySquads[i].SetActive(false); } playerController = player.GetComponent <PlayerController>(); distanceText = distanceTextGameObject.GetComponent <UIDisplayNumbers>(); roundEndMessage = roundEndUI.GetComponent <UIRoundEnd>(); startRoundAnimator = startRoundCanvas.GetComponent <Animator>(); endRoundAnimator = endRoundCanvas.GetComponent <Animator>(); saveLevelName = SaveLastLevel.Get(); PlayerController.onPlayerDeath += roundEnd; PlayerController.onPlayerDeath += playerIsDead; currentSquadsOnScreen = 2; for (int i = 0; i < enemySquads.Length; i++) { if (enemySquads[i] != null && currentSquadsOnScreen < maxSquadsOnScreen) { enemySquads[i].SetActive(true); enemySquads[i].GetComponent <Enemy>().activateWaypoint(); currentSquadsOnScreen++; } } }