public void CreateGame() { SetTextLevel(); transformVectorLines = new List <Transform> (); canShoot = false; cam.orthographicSize = 20f; cam.transform.position = new Vector3(0, 0, -10); StopAllCoroutines(); isGameOver = true; cam.backgroundColor = this.BackgroundColor; //this.GRAY; CircleCenterSprite.color = this.DotColor; Level l = LevelManagerAB.GetLevel(levelPlayed); numberDotsOnCircle = l.numberDotsOnCircle; numberDotsToCreate = l.numberDotsToCreate; rotateCircleDelay = l.rotateDelay; easeType = l.rotateEaseType; loopType = l.rotateLoopType; centerCircle = 0 * height / 4.5f; CIRCLE.position = new Vector3(0, centerCircle, 0); positionTouchBorder = centerCircle - l.sizeRayonRation * CIRCLE.GetChild(0).GetComponent <SpriteRenderer>().bounds.size.y; rotateVectorTOP = new Vector3(0, 0, 1); if (Level % 2 == 0) { rotateVectorTOP = new Vector3(0, 0, -1); } CIRCLE.rotation = Quaternion.Euler(Vector3.zero); DOTS_PARENT.rotation = Quaternion.Euler(Vector3.zero); DOTS_PARENT.localScale = Vector3.one; levelText.text = "LEVEL " + levelPlayed; CreateDotOnCircle(); CreateListDots(); StartCoroutine(PositioningDots()); PositioningCamera(); }
void Awake() { self = this; int level = PlayerPrefs.GetInt("LEVEL_PLAYED"); if (level > 1200) { PlayerPrefs.SetInt("LEVEL_PLAYED", 1200); } }