private void ActivateNextLevel() { _levelIndex++; UpdateAudioLevels(_levelIndex / 5f); if (_levelIndex <= Levels.Length - 1) { var prefab = Levels[_levelIndex]; _currentLevel = Instantiate(prefab); _currentLevelShapeSystem = _currentLevel.GetComponent <ShapeTriggerSystem>(); _currentLevel.SetActive(true); } else { Debug.Log("Finished all levels"); } }
private void DeactivateCurrentLevel() { _currentLevel.SetActive(false); _currentLevel = null; _currentLevelShapeSystem = null; }