void Start() { Cursor.visible = false; if (instance == null) { instance = this; // Protection to make sure there is only one instance of GameManager } else if (instance != this) { Destroy(this); } monster = Monster.instance; player = Player.instance; moveDirection = L1PushMonsterCheck; // Make function the level 1 version barrierDirection = L1BarrierCheck; worldInteraction = L1PuzzleInteraction; currentWorld = level1; // Start at level 1 ResetToWorld(currentWorld); worldCompleted = level0.GetComponent <World>().PuzzleSolvedEvents; transform.position = monsterView; // Start us at right view #if DEBUG ShortCut(); #endif }
void LevelUp() { player.Interact = false; // Stops player moving worldDoor.GetComponent <WorldDoor>().ChangeSprite(1); // Change to open door. currentWorld.GetComponentInChildren <Collider2D>().enabled = false; // Remove door blocker foreach (World world in FindObjectsOfType <World>()) { world.Rotation *= -1; // Rotate other way } if (currentWorld == level1) { level0.GetComponentInChildren <World>().LevelComplete = true; worldDoor.GetComponent <WorldDoor>().ChangeSpriteOrder("Back Object"); // Change to behind Monster. worldDoor.transform.GetChild(0).gameObject.SetActive(false); // Mask moveDirection = L2PullMonsterCheck; barrierDirection = L2BarrierCheck; worldInteraction = L2PuzzleInteraction; monster.Evolve(1); player.movement = player.Evolve; player.attachCollarHere = monster.transform.Find("Collar").transform; currentWorld = level2; } else if (currentWorld == level2) { level1.GetComponentInChildren <World>().LevelComplete = true; currentWorld = level3; } ResetToWorld(currentWorld); }