public void TransitionLevel() { victoryScreen.SetActive(false); _finishedLevel.TearDown(); _nextLevel.Setup(); _activeLevel = _nextLevel; }
private void Start() { _gBallTrailRenderer = gBallPrefab.GetComponentInChildren <TrailRenderer>(); for (int i = 0; i < levels.Count - 1; i++) { var levelIndex = i; levels[levelIndex].sceneCompleted += scene => LevelComplete(scene, levels[levelIndex + 1]); } _activeLevel = levels[startingLevel];//.FirstOrDefault(); _activeLevel?.Setup(); }
private void LevelComplete(GravitonLevel finishedLevel, GravitonLevel nextLevel) { victoryScreen.SetActive(true); _finishedLevel = finishedLevel; _nextLevel = nextLevel; }