private void OnDisable() { CubeJump cubeJump = FindObjectOfType <CubeJump>(); if (cubeJump != null) { cubeJump.jumped -= CreateFakeArrow; } }
private void OnDisable() { CubeJump cubeJump = FindObjectOfType <CubeJump>(); if (cubeJump != null) { cubeJump.jumped -= StopShaking; cubeJump.jumpCharging -= ShakeCam; } }
private void Start() { if (mainCam == null) { mainCam = Camera.main; } cubeJump = player.GetComponent <CubeJump>(); var levelGenerator = GetComponent <RandomLevelGenerator>(); cubeJump.playerDied += PlayerDied; int currentLevel = PlayerDataManager.instance.GetCurrentLevel(); levelGenerator.SpawnAmount = Mathf.Min(currentLevel + 5, 30); // maximum 30 object per level levelGenerator.YDistanceBetweenObjects += Mathf.Min(currentLevel, 12); // it gets harder as you progress more levelTextMesh.text = $"Level {currentLevel}"; goldTextMesh.text = $"{PlayerDataManager.instance.GetCurrentGold()}$"; levelGenerator.GenerateLevel(); }