public IEnumerator LevelEndCo(Collider2D other) { theHighScore.SaveScore(); // save the score the player had at the end of the level yield return(new WaitForSeconds(TIMEUNTILFREEZE)); // AudioManager.instance.PlayMusic(levelCompleteMusic); //levelMusic.Stop (); //levelCompleteMusic.Play (); bossMusic.Stop(); AudioManager.instance.ChangeMusic(levelCompleteMusic, 5); Time.timeScale = 0f; other.gameObject.GetComponent <GimmickController> ().canMove = false; float endPause = Time.realtimeSinceStartup + FREEZETIME; while (Time.realtimeSinceStartup < endPause) { yield return(0); } //yield return new WaitForSeconds (FREEZETIME); //CAN'T WAIT FOR TIME WHEN TIME'S FROZEN! theHighScore.LogScores(); // log all of the scores for that level theHighScore.LogTopFiveScores(); // log the top five scores for that level //Debug.Log ("Got this far"); //fade out of the game and load the Level complete screen which will load the next screen via the LevelTitleScreenScript ScreenTransition.FadeScreen(nextLevel, loadUsingColor, fadeSpeed); //Time.timeScale = 1f; //this will be done through the levelTitle Screen Script // SceneManager.LoadScene(nextLevel); }
//loads the level select menu public void LevelSelect() { PlayerPrefs.SetInt(levelProgressKey, 0); PlayerPrefs.SetInt("Current Score: ", 0);//sets the current score back to 0 ScreenTransition.FadeScreen(levelSelect, loadToColor, fadeSpeed); // SceneManager.LoadScene(levelSelect);// loads the levelSelect level Time.timeScale = 1f; }
// restarts the player from the begining of the level public void Restart() { PlayerPrefs.SetInt("Current Score: ", 0);//sets the current score back to 0 ScreenTransition.FadeScreen(SceneManager.GetActiveScene().name, loadToColor, fadeSpeed); // SceneManager.LoadScene(SceneManager.GetActiveScene().name);// gets the current scenes name Time.timeScale = 1f; }
void Update() { if (timeToWait > 0) { timeToWait -= Time.deltaTime; } else { ScreenTransition.FadeScreen(nextScene, loadToColor, fadeSpeed); } }
//each door has a collider that is a trigger void OnTriggerStay2D(Collider2D other) { //if gimmick hits the doors trigger if (other.tag == "Gimmick") { //and if gimmick jumps while triggering the doors trigger if (Input.GetButtonDown("Go into Door")) { //load to the coresponding level //SceneManager.LoadScene(levelToLoad); ScreenTransition.FadeScreen(levelToLoad, loadToColor, fadeSpeed); } } }
// This loads the first level and locks all but the first level for the level select menu // In this instence we are unlocking all levels public void NewGame() { //SceneManager.LoadScene(firstLevel);// loads the first level ScreenTransition.FadeScreen(firstLevel, loadToColor, fadeSpeed); Time.timeScale = 1f; // For regular gaming set the int to 0 to lock all but the first level for (int i = 0; i < levelNames.Length; i++) { PlayerPrefs.SetInt(levelNames[i], 1); } // set max health to six and Bonus Hearts collected to false (zero) for each level PlayerPrefs.SetInt(maxHealthKey, 6); PlayerPrefs.SetInt(caveBHFoundKey, 0); PlayerPrefs.SetInt(factoryBHFoundKey, 0); PlayerPrefs.SetInt(seasideBHFoundKey, 0); PlayerPrefs.SetInt(forestBHFoundKey, 0); PlayerPrefs.SetInt(levelProgressKey, 0); }
//This loads the Level Select menu public void Continue() { //SceneManager.LoadScene(levelSelect); ScreenTransition.FadeScreen(levelSelect, loadToColor, fadeSpeed); Time.timeScale = 1f; }