public void BuildRun() { var g = (Instantiate(GameManager) as GameObject).GetComponent <PlayerStatManager>(); if (isArcade) { thisArcadeRun = new int[numberOfLevels]; var temp = StaticUtilities.ShuffleList(AllLevelsBySceneNumber); for (int i = 0; i < numberOfLevels; i++) { thisArcadeRun[i] = temp[i]; } g.Levels = thisArcadeRun; g.numberOfPlayers = isTwoPlayer ? 2 : 1; g.LoadNextLevel(); } else { numberOfLevels = Mathf.Clamp(numberOfLevels, 1, 3); thisVersusRun = new int[numberOfLevels]; var temp = StaticUtilities.ShuffleList(VersusLevels); for (int i = 0; i < numberOfLevels; i++) { thisVersusRun[i] = temp[i]; } g.Levels = thisVersusRun; g.numberOfPlayers = 2; g.LoadNextLevel(); } }
void OnEnable() { if (agent == null) { agent = GetComponent <PolyNavAgent>(); } Target = null; isAttacking = false; rigidbody2D.velocity = Vector2.zero; HP = MaxHp; //InvokeRepeating("AssessTarget", 0.1f, 0.5f); BuildPatrolPoints(); //Debug.Log(PatrolPoints); PatrolPoints = StaticUtilities.ShuffleList(PatrolPoints); //agent.SetDestination(PatrolPoints[0].position); }