public void ClearPoolForRestart() { int i; FloorNewHighscoreObj.SetActive(false); FloorBestScoreObj.SetActive(false); FloorLastScoreObj.SetActive(false); FloorDailyBestObj.SetActive(false); for (i = 0; i < floor_pool_size; i++) { // floor_pool [i].SetActive (false); // floor_pool [i].SetActive (true); floor_pool [i].GetComponent <floor> ().ResetCanUpdate(); floor_pool [i].GetComponent <floor> ().clear_flags_reposite(); // floor_pool [i].SetActive (false); floor_pool [i].transform.position = new Vector2(-1000, -1000); } floor_pool_actual_i = 0; for (i = 0; i < note_pool_size; i++) { note_pool [i].transform.position = new Vector2(-1000, -1000); } note_pool_actual_i = 0; for (i = 0; i < holesJustFallingHitboxPool.Length; i++) { holesJustFallingHitboxPool[i].transform.position = new Vector2(-1000, -1000); } holeJustFalling_actual_i = 0; if (QA.s.CREATE_NOTE_TRAIL) { for (i = 0; i < note_trail_pool_size; i++) { note_trail_pool [i].transform.position = new Vector2(-1000, -1000); } } note_trail_pool_actual_i = 0; for (i = 0; i < double_spikes_pool_size; i++) { double_spikes_pool[i].transform.position = new Vector2(-1000, -1000); } double_spikes_pool_actual_i = 0; for (i = 0; i < triple_spikes_pool_size; i++) { triple_spikes_pool[i].transform.position = new Vector2(-1000, -1000); } triple_spikes_pool_actual_i = 0; for (i = 0; i < squares_floor_pool_size; i++) { squares_floor_pool[i].transform.position = new Vector2(-1000, -1000); } squares_floor_pool_actual_i = 0; // for (i = 0; i < scores_floor_pool_size; i++){ // scores_floor_pool[i].transform.position = new Vector2(-1000,-1000); // } scores_floor_pool_actual_i = 0; for (i = 0; i < saw_pool_size; i++) { saw_pool[i].transform.position = new Vector2(-1000, -1000); } saw_pool_actual_i = 0; for (i = 0; i < power_ups_pool_size; i++) { power_ups_pool[i].transform.position = new Vector2(-1000, -1000); } power_ups_actual_i = 0; // for (i = 0; i < wallsPool.Length; i++) { // wallsPool[i].transform.position = new Vector2(-1000,-1000); // } wall[] walls = FindObjectsOfType <wall>(); foreach (wall w in walls) { w.gameObject.SetActive(false); } hole_behaviour[] holes = FindObjectsOfType <hole_behaviour>(); foreach (hole_behaviour obj in holes) { obj.gameObject.SetActive(false); } // deactivate bgs foreach (GameObject bg in bgs2_pool) { if (bg != null && bg.gameObject.activeInHierarchy && bg.transform.position.x == 0) { bg.SetActive(false); } } foreach (GameObject bg in bgs3_pool) { if (bg != null && bg.gameObject.activeInHierarchy && bg.transform.position.x == 0) { bg.SetActive(false); } } foreach (GameObject bg in bgs4_pool) { if (bg != null && bg.gameObject.activeInHierarchy && bg.transform.position.x == 0) { bg.SetActive(false); } } foreach (GameObject bg in bgs5_pool) { if (bg != null && bg.gameObject.activeInHierarchy && bg.transform.position.x == 0) { bg.SetActive(false); } } }
public GameObject RepositeFloorBestScore() { FloorBestScoreObj.SetActive(true); return(FloorBestScoreObj); }