IEnumerator LoadLastSave(float delay) { // Debug.Log("mission - load last save point " + Game.Instance.GameType); StartCoroutine(FadeOutMusic(2)); yield return(new WaitForSeconds(3)); GuiManager.Instance.FadeOut(); yield return(new WaitForSeconds(1)); Player.Instance.Agent.Transform.position = new Vector3(0, -1000, 0); yield return(new WaitForSeconds(0.1f)); //Player.Instance.Agent.CharacterController() CurrentGameZone.Reset(); CurrentGameZone.Disable(); // Debug.Log("mission - show last obejcts"); for (int i = 0; i < ManagedGameObject.Length; i++) { ManagedGameObject[i].SetActiveRecursively(true); } SpriteEffectsManager.Instance.ReleaseBloodSprites(); Game.Instance.Save_Load(); yield return(new WaitForEndOfFrame()); //Debug.Log("mission - set current zone" + Game.Instance.CurrentGameZone); CurrentGameZone = GameZones[Game.Instance.CurrentGameZone]; CurrentGameZone.Enable(); //Debug.Log("Respawning player - currentgamezone" + Game.Instance.CurrentGameZone); Player.Instance.Agent.SendMessage("Activate", CurrentGameZone.PlayerSpawn.Transform); GuiManager.Instance.ShowMessage(GuiManager.E_HudMessageType.E_NONE); // Debug.Log("mission - set music"); SetNewMusic(SoundDataManager.Instance.CalmMusic, SoundDataManager.Instance.CalmMusicVolume, SoundDataManager.Instance.CalmMusicFadeOutTime, SoundDataManager.Instance.CalmMusicFadeInTime); CurrentGameZone.Restart(); GuiManager.Instance.Reset(); GuiManager.Instance.FadeIn(2); //Debug.Log("mission - loaded"); }
void PrepareForStart() { //Debug.Log("Respawning - currentgamezone" + CurrentGameZone.gameObject.name ); // Game.Instance.ComboLevel = new E_ComboLevel[] { E_ComboLevel.Three, E_ComboLevel.Three, E_ComboLevel.Three, E_ComboLevel.Three, E_ComboLevel.Three, E_ComboLevel.Three }; // Game.Instance.SwordLevel = E_SwordLevel.Five; // Game.Instance.HealthLevel = E_HealthLevel.Three; Player.Instance.Agent.SendMessage("Activate", CurrentGameZone.PlayerSpawn.Transform); Mission.Instance.SetNewMusic(SoundDataManager.Instance.CalmMusic, SoundDataManager.Instance.CalmMusicVolume, SoundDataManager.Instance.CalmMusicFadeOutTime, SoundDataManager.Instance.CalmMusicFadeInTime); CurrentGameZone.Restart(); GuiManager.Instance.Reset(); GuiManager.Instance.FadeIn(2); }