public static void ReloadCurrentLevel() { string name = LevelsManager.state.CurrentLoadedLevel.gameObject.name; Destroy(LevelsManager.state.CurrentLoadedLevel.gameObject); GameObject newlevel = Instantiate(Resources.Load("Levels/" + name)) as GameObject; newlevel.transform.position = new Vector3(0, 13.07f, 0); newlevel.name = LevelsManager.GetRealPrefabName(newlevel); LevelsManager.state.CurrentLoadedLevel = newlevel.GetComponent <GameManager>(); newlevel.GetComponent <GameManager>().SetReferences(LevelsManager.state.Zoom, LevelsManager.state.CamFollow, LevelsManager.state.UImanager); LevelsManager.state.CurrentLoadedLevel.StartProgression(true, false); GameManager.gameState.UiManager.Hide(); }
public static void LoadNewLevel(string levelName) { if (LevelsManager.state.CurrentLoadedLevel != null) // check if we are loading a level from scratch, or if we are loading the next level. { LevelsManager.state.PreviousLoadedLevel = LevelsManager.state.CurrentLoadedLevel; LevelsManager.state.PreviousLoadedLevel.StartProgression(false, true); } GameObject newlevel = Instantiate(Resources.Load("Levels/" + levelName)) as GameObject; newlevel.transform.position = new Vector3(0, 13.07f, 0); newlevel.name = LevelsManager.GetRealPrefabName(newlevel); LevelsManager.state.CurrentLoadedLevel = newlevel.GetComponent <GameManager>(); newlevel.GetComponent <GameManager>().SetReferences(LevelsManager.state.Zoom, LevelsManager.state.CamFollow, LevelsManager.state.UImanager); GameManager.gameState.UiManager.Hide(); LevelsManager.state.CurrentLoadedLevel.StartProgression(true, false); }