// Use this for initialization void Start() { // if (shapeInstance != null) // { // DestroyImmediate (shapeInstance); // } // shapeInstance = (GameObject) Instantiate (shape); shape = GetComponentInChildren <Shape> (); // shapeInstance = shape.transform.parent.gameObject; // shapeInstance.transform.SetParent (gameObject.transform); // shapeInstance.transform.localPosition = Vector3.zero; shape.transform.parent.localScale = new Vector3(0.25f, 0.25f, 0.25f); shape.FreezeRotation = true; shape.gridSource = shapeData.ShapeString; shape.Regenerate(); gameObject.SetLayerRecursively(LayerMask.NameToLayer("Default")); gameObject.layer = LayerMask.NameToLayer("Terminals"); SineWaveMovement swm = gameObject.AddComponent <SineWaveMovement> (); swm.Magnitude = 0.09f; swm.VerticalSpeed = 2; swm.RotationVelocityX = Random.Range(-35, 35); swm.RotationVelocityY = Random.Range(-35, 35); swm.RotationVelocityZ = Random.Range(-35, 35); }
IEnumerator EndLevel() { swm = GetComponent <SineWaveMovement> (); while (swm.RotationVelocityY < 1500) { swm.RotationVelocityY += 5; yield return(null); } yield return(new WaitForSeconds(3)); SceneManager.LoadScene("MainMenu"); yield return(null); }