// Start is called before the first frame update void Start() { DOLDatabase DOLD = GameObject.FindGameObjectWithTag("LoadManager").GetComponent <DOLDatabase>(); DontDestroyOnLoad(Player); DOLD.Add(Player); DontDestroyOnLoad(UICanvas); DOLD.Add(UICanvas.gameObject); DontDestroyOnLoad(Manager); DOLD.Add(Manager); DontDestroyOnLoad(TileMapManager); DOLD.Add(TileMapManager); DontDestroyOnLoad(LoadManager); DOLD.Add(LoadManager); DontDestroyOnLoad(ItemManager); DOLD.Add(ItemManager); DontDestroyOnLoad(XML); DOLD.Add(XML.gameObject); /*TEST REMOVE AFTER*/ //Player.transform.position = new Vector3(9, 12, 0); Clock cClock = GameObject.FindGameObjectWithTag("Canvas").GetComponent <Clock>(); LoadLevel Load = GameObject.FindGameObjectWithTag("LoadManager").GetComponent <LoadLevel>(); if (SceneManager.GetActiveScene().name != "LoadSaveScene") { Load.TransferLevel("PlayerFarm", new Vector3(0, 0, 0)); } else { Load.TransferLevel(cClock.SceneName, cClock.PlayerPos); } }
void PlayerPassOut() { // Start the play transition Stam.SetStamina(75); NightUpdate(); LoadLevel Load = GameObject.FindGameObjectWithTag("LoadManager").GetComponent <LoadLevel>(); Load.TransferLevel("PlayerRoom", new Vector3(-1, 9, 0)); }
public void UseStamina(int Amount) { CurrentStam -= Amount; StamBar.value = CurrentStam; if (CurrentStam <= 0) { // Start the play transition SetStamina(75); cClock.NightUpdate(); LoadLevel Load = GameObject.FindGameObjectWithTag("LoadManager").GetComponent <LoadLevel>(); Load.TransferLevel("PlayerRoom", new Vector3(-1, 9, 0)); } }
private void OnTriggerEnter2D(Collider2D collision) { Load = GameObject.FindGameObjectWithTag("LoadManager").GetComponent <LoadLevel>(); Load.TransferLevel(LevelName, LoadPosition); }