public void RestartGame() { StartPlatform.ActiveObstacle = true; groundPool.DeactivateAllAlive(); goldCoinPool.DeactivateAllAlive(); silverCoinPool.DeactivateAllAlive(); rizlaHealPool.DeactivateAllAlive(); for (int i = 0; i < obstaclesPools.Length; i++) { obstaclesPools[i].DeactivateAllAlive(); } for (int i = 0; i < pe1Pools.Length; i++) { pe1Pools[i].DeactivateAllAlive(); } for (int i = 0; i < pe2Pools.Length; i++) { pe2Pools[i].DeactivateAllAlive(); } nextPE1Lenght = 0f; nextPE2Lenght = 0f; nextObstLenght = 35f; nextGroundLenght = 35f; nextCoinLenght = 40f; nextRizlaValDistance.x = UnityEngine.Random.Range(10, 35); nextRizlaValDistance.y = nextRizlaValDistance.x / rizlaHealOverDist.x * rizlaHealOverDist.y; nextJetPowerupLenght = stageStartLenghts[1] / 2; PE1Heap.position = Vector3.zero; PE2Heap.position = Vector3.zero; Rain.s_inst.RestartRain(); cig.ReviveOrRestart(true); Camera.main.transform.position = new Vector3(15f, 3.7f, -10f); //HARDCODED UpdateHighScoreUI(); UpdateGoldCoinCountUI(); GameMenu.s_inst.blockControlls.SetActive(true); StopAllCoroutines(); //## StartCoroutine(StartLaunch(startGameLaunchTime)); }