示例#1
0
        //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();
        }
示例#2
0
        // 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();
        }