void SetupGame(Boolean reset) { // Reset the game if the user goes back to the main menu, else advance to the next level. if (reset) { died = false; won = false; playerObject.Reset(true); if (level < 3) { ghost1.Reset(true); } else if (level < 5) { ghost1.Reset(true); ghost2.Reset(true); ghost2.gameObject.SetActive(false); } else if (level < 7) { ghost1.Reset(true); ghost2.Reset(true); ghost3.Reset(true); ghost2.gameObject.SetActive(false); ghost3.gameObject.SetActive(false); } else { ghost1.Reset(true); ghost2.Reset(true); ghost3.Reset(true); ghost4.Reset(true); ghost2.gameObject.SetActive(false); ghost3.gameObject.SetActive(false); ghost4.gameObject.SetActive(false); } level = 1; } else { level++; won = false; died = false; playerObject.Reset(false); if (level == 3) { ghost2.gameObject.SetActive(true); ghost2.Start(); } else if (level == 5) { ghost3.gameObject.SetActive(true); ghost3.Start(); } else if (level == 7) { ghost4.gameObject.SetActive(true); ghost4.Start(); } if (level < 3) { ghost1.Reset(false); } else if (level < 5) { ghost1.Reset(false); ghost2.Reset(false); } else if (level < 7) { ghost1.Reset(false); ghost2.Reset(false); ghost3.Reset(false); } else { ghost1.Reset(false); ghost2.Reset(false); ghost3.Reset(false); ghost4.Reset(false); } } foreach (var pellet in pellets) { Pellet pelletObject = pellet.GetComponent <Pellet>(); pelletObject.Start(); } foreach (var powerup in powerups) { Powerup powerupObject = powerup.GetComponent <Powerup>(); powerupObject.Start(); } foreach (var speedup in speedups) { SpeedUp speedupObject = speedup.GetComponent <SpeedUp>(); speedupObject.Start(); } foreach (var doublepoint in doublepoints) { DoublePoints doublepointObject = doublepoint.GetComponent <DoublePoints>(); doublepointObject.Start(); } }