generateLevelStart() public method

public generateLevelStart ( ) : void
return void
    // Use this for initialization
    void Start()
    {
        switch (LevelSelection.CURRENT_GAMEMODE)
        {
        case GameMode.endless:
            factory = new EndlessGameObjectFactory();
            break;

        case GameMode.scenario:
            factory = new ScenarioGameObjectFactory();
            break;

        case GameMode.story:
            factory = new NullGameObjectFactory();
            break;
        }

        spriteRenderer = gameObject.GetComponent <SpriteRenderer>();
        // Apply Xmas theme if relevant
        if (LevelSelection.CURRENT_THEME == Theme.xmas)
        {
            spriteFlipped         = xmasSpriteFlipped;
            spriteNormal          = xmasSpriteNormal;
            spriteRenderer.sprite = spriteFlipped;             // Else the kiwi magically gets a Santa hat...
        }

        PlayerPrefs.SetString("LoadedLevel", Application.loadedLevelName);
        playerStatus.makeHighScoreList();
        rigidbody2D.fixedAngle = true;
        factory.generateLevelStart();
        initializeScore();
    }
	// Use this for initialization
	void Start () {

		switch (LevelSelection.CURRENT_GAMEMODE) {
		case GameMode.endless:
			factory = new EndlessGameObjectFactory();
			break;
		case GameMode.scenario:
			factory = new ScenarioGameObjectFactory();
			break;
		case GameMode.story:
			factory = new NullGameObjectFactory();
			break;
				}

		spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
		// Apply Xmas theme if relevant
		if (LevelSelection.CURRENT_THEME == Theme.xmas) {
			spriteFlipped = xmasSpriteFlipped;
			spriteNormal = xmasSpriteNormal;
			spriteRenderer.sprite = spriteFlipped; // Else the kiwi magically gets a Santa hat...
		}
		
		PlayerPrefs.SetString ("LoadedLevel", Application.loadedLevelName);
		playerStatus.makeHighScoreList ();
		rigidbody2D.fixedAngle = true;
		factory.generateLevelStart ();
		initializeScore ();
	}