void Awake() { DontDestroyOnLoad(transform.gameObject); DontDestroyOnLoad(transform.gameObject); if (gameControl == null) { gameControl = this; } else { GameObject.Destroy(this.gameObject); } GameVariables.LoadProgress(); GameVariables.LoadOptions(); musicController = MusicController.Get(); soundController = SoundController.Get(); //IsOnPause = true; // If we load level with Board & Ball: boardController = BoardController.Get(); // ballController = BallController.Get(); levelController = LevelController.Get(); guiController = GuiController.Get(); TempSetControlType(0); }
public void SetLevel(int levelNumber) { if (levelNumber < levelsGOs.Length) { Level l = FindObjectOfType(typeof(Level)) as Level; if (l) { Destroy(l.gameObject); } print("LevelsQty: " + levelsGOs.Length + "; ChousenLevel: " + levelNumber); Instantiate(levelsGOs[levelNumber]); GameObject.Find("PanelCenter").GetComponent <UnityEngine.UI.Image>().sprite = levelsGOs[levelNumber].GetComponent <Level>().BackgroundImage; // CurLevelNum = levelNumber; GuiController.Get().UpdateLevelInfo(levelsGOs[levelNumber].GetComponent <Level>()); } else { Debug.LogError("There is no Level #" + levelNumber + "!!! Max Number of Levels are " + levelsGOs.Length + "."); } }