// Start is called before the first frame update void Start() { sct = canvas.GetComponent <Manager>(); rocket = GameObject.FindWithTag("Player"); fader = levelFade.GetComponent <LevelFader>(); sfx = canvas.GetComponent <AudioManager>(); }
public void LoadLevelByName(string levelName, bool fadeOut, bool useLoadingScreen) { if (GameState.TrySaveCurrentState(Global.Player?.gameObject, out GameState gameState)) { currentState = gameState; } Debug.Log("Loading " + levelName); if (fadeOut) { LevelFader.FadeOut(levelName, level => { if (useLoadingScreen) { ShowLoadingScreen(); } StartCoroutine(LoadSceneAsync(level)); }); } else { if (useLoadingScreen) { ShowLoadingScreen(); } StartCoroutine(LoadSceneAsync(levelName)); } }
void Awake() { _ScoreManager = FindObjectOfType <ScoreManager>(); levelFader = GetComponent <LevelFader>(); //Load all room prefabs from the resources folder puzzleRooms = Resources.LoadAll("Rooms/PuzzleRooms", typeof(GameObject)); enemyRooms = Resources.LoadAll("Rooms/EnemyRooms", typeof(GameObject)); collectibleRooms = Resources.LoadAll("Rooms/CollectibleRooms", typeof(GameObject)); Rooms = new List <RoomBase>(); Player = Instantiate(Player, new Vector2(0, 0), Quaternion.identity); }
void Awake() { Instance = this; canProceedToLoadingScreen = false; }
// Called when async level load has finished. void OnSceneLoaded() { currentState.Load(Global.Player.gameObject); GetCurrentLevel().SpawnPlayer(); LevelFader.FadeIn(GetCurrentLevel().Name, null); }
// Use this for initialization void Start() { instance = this; }