//Hides black image used between levels public void HideLevelImage() { //Disable the levelImage gameObject. levelImage.SetActive(false); VDIMG.SetActive(false); //Set doingSetup to false allowing player to move again. doingSetup = false; }
//Initializes the game for each level. void InitGame() { //While doingSetup is true the player can't move, prevent player from moving while title card is up. doingSetup = true; VDIMG = GameObject.Find("VDIMG"); //Get a reference to our image LevelImage by finding it by name. levelImage = GameObject.Find("LevelImage"); //Get a reference to our text LevelText's text component by finding it by name and calling GetComponent. levelText = GameObject.Find("LevelText").GetComponent <Text>(); //Set the text of levelText to the string "Day" and append the current level number. VDIMG.SetActive(false); // This hides the Valhalla Denied logo after first level. bool isBoss = level % 5 == 0 || level == 3; if (isBoss) { levelText.text = "What is that menacing noise?"; } else if (level == 1 || level == 0) { VDIMG.SetActive(true); levelText.text = " "; } else if (level >= 0 && level <= 10 && level != 1) { levelText.text = beginningThoughts[Random.Range(0, beginningThoughts.Length)]; } else if (level > 10 && level < 20) { levelText.text = middleThoughts[Random.Range(0, middleThoughts.Length)]; } else { levelText.text = endThoughts[Random.Range(0, endThoughts.Length)]; } //Set levelImage to active blocking player's view of the game board during setup. levelImage.SetActive(true); //Call the HideLevelImage function with a delay in seconds of levelStartDelay. Invoke("HideLevelImage", levelStartDelay); //Clear any Enemy objects in our List to prepare for next level. enemies.Clear(); //Call the SetupScene function of the BoardManager script, pass it current level number. boardScript.SetupScene(level, isBoss); }