void Reset() { BackgroundSpin.gameObject.SetActive(false); StopAllCoroutines(); MusicController.control.PlayNewClip(StartingMusic); CenterHead.ResetObjectSpawner(); LeftArm.ResetObjectSpawner(); RightArm.ResetObjectSpawner(); StopColorCheck_Left = false; StopColorCheck_Right = false; LeftArmObject.SetActive(true); RightArmObject.SetActive(true); LeftEye.ResetObjectSpawner(); RightEye.ResetObjectSpawner(); BottomLeftSpawn.ResetObjectSpawner(); BottomRightSpawn.ResetObjectSpawner(); LeftEar.GetComponent <NewObjectSpawner> ().ResetObjectSpawner(); RightEar.GetComponent <NewObjectSpawner> ().ResetObjectSpawner(); Mouth.GetComponent <NewObjectSpawner> ().ResetObjectSpawner(); RightArmObject.transform.position = RightArmStartingPosition; RightArmObject.transform.rotation = Quaternion.identity; LeftArmObject.transform.position = LeftArmStartingPosition; LeftArmObject.transform.rotation = Quaternion.identity; gameObject.transform.position = CenterStartingPosition; // LeftEyeObject.transform.rotation = Quaternion.identity; // RightEyeObject.transform.rotation = Quaternion.identity; ExitWarp.SetActive(true); }
void Reset() { StopAllCoroutines(); SuperScript.ResetObjectSpawner(); if (IsEnabled) { StartCoroutine("C_StartCoroutine"); } }
void Reset() { StopAllCoroutines(); GetComponent <SpriteRenderer> ().color = startingColor; SuperScript.ResetObjectSpawner(); if (gameObject.activeInHierarchy) { StartCoroutine("C_ChangingColor"); } }
void Reset() { StopAllCoroutines(); EntireRoom.transform.rotation = Quaternion.identity; EntireRoom.transform.position = RoomPosition; LeftSpawner.transform.position = LeftSpawnPosition; RightSpawner.transform.position = RightSpawnPosition; O_LeftSpawner.ResetObjectSpawner(); O_RightSpawner.ResetObjectSpawner(); O_EndPathSpawner.ResetObjectSpawner(); EntireRoom.transform.parent = null; }
void Reset() { StopAllCoroutines(); gameObject.transform.position = startingPosition; gameObject.GetComponent <Rigidbody2D>().velocity = Vector3.zero; MonsterManipulation.ResetObjectSpawner(); gameObject.SetActive(true); anim.SetBool("IsMoving", false); anim.SetBool("IsJumping", false); anim.SetBool("IsShooting", false); anim.SetBool("IsDead", false); AbleToJump = true; StartCoroutine(C_StartAI()); }