// When the exit zone is triggered, we load the next level immediately private void OnTriggerEnter(Collider other) { if (other.gameObject.tag != "Player") { return; } levelManager.LoadNextLevel(); }
void Update() { if (_hasPickedUp) { if (_startTimer - Time.time <= 0) { _levelManager.LoadNextLevel("Menu"); DestroyObject(this.gameObject); } } }
void OnPlayerDamage() { if (Health <= 0) { Debug.Log("Health 0"); _levelManagerScript.LoadNextLevel("Menu"); } if (_timer - Time.time <= 0) { IsControllable = true; _timer = Time.time + _stunTimer; } }
void HandleHits() { timesHit++; int maxHits = hitSprites.Length + 1; if (timesHit >= maxHits) { breakableBrickCount--; PuffSmoke(); Destroy(gameObject); if (breakableBrickCount == 0) { LevelManagerScript.LoadNextLevel(); } } else { LoadSprites(); } }
void SimulateWin() { LevelManager.LoadNextLevel(); }
void LoadNextLevel() { levelManager.LoadNextLevel(); }
void OnFormationDestroyed() { levelManagerScript.LoadNextLevel(); }