void SetupLevel(int difficulty) { difficultyLevel = difficulty; levelData = ResourceManager.LoadChaseLevel(difficultyLevel); if (levelData == null) { PlaySessionManager.instance.CompleteDream(false, 0, 0, 0f); return; } player.speed = levelData.playerSpeed; goalPosition = new Vector2( goal.transform.position.x, goal.transform.position.z); originalPosition = new Vector2( player.transform.position.x, player.transform.position.z); originalDistance = Vector2.Distance( goalPosition, originalPosition); float playerZ = player.transform.position.z; float wallSize = doomWall.GetComponent <Renderer>().bounds.size.z / 2; Vector3 newDoomPosition = doomWall.transform.position; newDoomPosition.z = playerZ - levelData.wallStartDistance; newDoomPosition.z -= wallSize; doomWall.transform.position = newDoomPosition; doomWall.speed = levelData.wallSpeed; CountdownClock.InitializeAndStart( levelData.timerMinutes, levelData.timerSeconds); }
void SetupLevel() { // Skills. SkillData[] chosenSkills = PlayerPrefsManager.LoadPlayerSkills(); uiSkillManager.InitializeAndEnable(chosenSkills); // Input. BattleClassType typeToUse = PlayerPrefsManager.LoadSelectedClass(); playerClass = ResourceManager.LoadBattleClass(typeToUse); Debug.Log("class selected: " + playerClass.className); inputManager.InitializeAndMonitor(playerClass, chosenSkills); // Health. healthManager.InitializeStats(levelData.playerHp, playerClass.def); // Enemy. spawnManager.InitializeAndStartSpawning( levelData.typeToSpawn, levelData.respawnTime); // Clock. CountdownClock.InitializeAndStart( levelData.timerMinutes, levelData.timerSeconds); }
void SetupLevel(int difficulty) { difficultyLevel = difficulty; levelData = ResourceManager.LoadFallLevel(difficultyLevel); if (levelData == null) { PlaySessionManager.instance.CompleteDream(0, 0); return; } ClearRings(); RingMovement.movementSpeed = levelData.ringMovementSpeed; player.transform.position = new Vector3(-1f, 0f, 1f); // Generate Rings for (int i = 0; i < levelData.maxConcurrentRings; ++i) { AddRing(); } CountdownClock.InitializeAndStart( levelData.timerMinutes, levelData.timerSeconds); }