// Use this for initialization void Start() { audio_manager = GameObject.FindGameObjectWithTag("Audio_Manager").GetComponent <AudioManager>(); turret_marker = GameObject.FindGameObjectWithTag("Pos_Turret"); cannon = GameObject.FindGameObjectWithTag("Cannon"); ground_marker = GameObject.FindGameObjectWithTag("Terrain"); game_phase = GAME_PHASES.MENU; timer = 0.0f; time_between_items = Random.Range(min_time_items, max_time_items); time_between_spawns = Random.Range(min_time_spawns, max_time_spawns); score = 0; list_of_enemies = new List <GameObject>(); list_of_enemies_to_remove = new List <GameObject>(); list_of_items = new List <GameObject>(); list_of_items_to_remove = new List <GameObject>(); ui_manager = GameObject.Find("UIManager").GetComponent <InGameUI>(); //Set ui score ui_manager.SetCurrentScore(score); }
void ResetLevel() { // Deleting all enemies foreach (GameObject e in list_of_enemies) { Destroy(e); } list_of_enemies.Clear(); list_of_enemies_to_remove.Clear(); // Deleting all items foreach (GameObject i in list_of_items) { Destroy(i); } list_of_items.Clear(); list_of_items_to_remove.Clear(); // Deleting all balls GameObject[] balls = GameObject.FindGameObjectsWithTag("Ball"); foreach (GameObject b in balls) { Destroy(b); } //Reset cannon bullets cannon.GetComponent <TurretController>().num_balls = cannon.GetComponent <TurretController>().game_defined_balls; ui_manager.SetCurrentBalls(cannon.GetComponent <TurretController>().game_defined_balls); // Resetting timers last_time_spawn = 0.0f; last_time_items = 0.0f; timer = 0.0f; // Reset Score value and UI score = 0; ui_manager.SetCurrentScore(score); // Stop music audio_manager.StopMusic(); }