private void OnLevelStart(LevelStartMessage obj) { StartCoroutine(CycleShields()); }
private void OnLevelStartMessage(LevelStartMessage obj) { _gameOver = false; SetScore(totalScore); }
private void OnLevelStart(LevelStartMessage obj) { enabled = true; }
private void OnLevelStart(LevelStartMessage obj) { _waveStarted = false; ResetAllProjectiles(); }
private void OnLevelStart(LevelStartMessage obj) { _isScoring = false; _isGameOver = false; var level = Levels[_currentLevel]; _currentWaveCount = 0; BGM = level.BGM; SetupBGM(); Background.material = level.Background; if (!IsEndless) { CurrentWave = Levels[_currentLevel].Waves[_currentWaveCount]; } else { CurrentWave = Levels[_currentLevel].Waves[2]; } SendWaveMessage(); }
private void OnLevelStart(LevelStartMessage obj) { if (!_isStarted) return; ResetRailDamage(); }