public void StartGame() { // this.analyticsController.PushDesignEvent("cs:core:start_game"); if (!debug) { curLevel = PlayerPrefs.GetInt("LevelNumber"); countPartToWin = levelBase.levels[curLevel].countPartToWin; goldCount = PlayerPrefs.GetInt("GoldCount"); Level newLevel = Instantiate(levelBase.levels[curLevel].prefab, new Vector3(0, 0, startPositionLevelPrefab), Quaternion.identity).GetComponent <Level>(); newLevel.Initialization(playerController, countPartToWin); newLevel.ShowText(); levelModel = newLevel; startPositionLevelPrefab += 42.7f; Level nextLevel = Instantiate(levelBase.levels[curLevel + 1].prefab, new Vector3(0, 0, 39.7f), Quaternion.identity).GetComponent <Level>(); nextlevelModel = nextLevel; startPositionLevelPrefab += 42.7f; } else { countPartToWin = 15; levelModel = FindObjectOfType <Level>(); levelModel.Initialization(playerController, countPartToWin); levelModel.ShowText(); } coloring.InitializationOneScheme(levelBase.levels[curLevel].colorScheme, levelModel.textStart, levelModel.textFinish); coloring.SetColorSchemeForce(); loadingScreen.gameObject.SetActive(true); loadingScreen.HideLoadScreen(); progressBar.SetCountEmptyCell(countPartToWin); progressBar.AddCell(0, countPartToWin); levelComplete.gameObject.SetActive(true); levelComplete.HideWindow(); levelFailed.gameObject.SetActive(true); levelFailed.HideWindow(); downPanel.gameObject.SetActive(true); }