void OnTriggerEnter(Collider collEnter2) { //print(seconds); //if (seconds != 5) //{ // timer += Time.deltaTime; // seconds = (int)(timer % 60); //} //else //{ // seconds = 0; // timer = 0.0f; // BlockWall.spawnsLimit = 0; // SceneManager.LoadScene(0); // endGameUI.SetActive(false); //} //SceneManager.LoadScene(nextStage); saveLoad.resetSpawns(); passouFase = true; }