//load in all but the last level private IEnumerator NextLevel(float delay) { yield return(new WaitForSeconds(delay)); _score.NewHighScore.transform.parent.gameObject.SetActive(false); _droneFactory.StopAllCoroutines(); foreach (Transform child in _droneFactory.transform) { Destroy(child.gameObject); } yield return(new WaitForSeconds(delay)); foreach (var playerManager in _controlSLA.PlayerManagers.Values) { _score.Scores[playerManager].ResetCurrent(); } if (GameControl.GameState.SetGameMode != GameMode.Practice) { _controlSLA.CurrentLevel++; } _controlSLA.InitializeLevel(); }
// Load in all but the last level private IEnumerator LoadNextLevel(float delay) { yield return(new WaitForSeconds(delay)); // Destroy all enemies and stop all pattern DroneFactory.StopAllCoroutines(); foreach (Transform child in DroneFactory.transform) { Destroy(child.gameObject); } if (GameControl.GameState.SetGameMode == GameMode.TimeMode) { _score.AddRemainingCountdown(); _score.CurrentScoreText.GetComponent <TextMeshProUGUI>().text = "Current Score: " + _controlRLR.PlayerManager.TotalScore; _initializeGame.ChangeLives(_controlRLR.PlayerManager, 3); } if (GameControl.GameState.SetGameMode != GameMode.Practice) { _score.SetHighScore(); } GameControl.GameState.FinishedLevel = false; _controlRLR.CurrentLevel++; _controlRLR.InitializeLevel(); }