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using UnityEngine;
using System.Collections;
public class GameMemory : MonoBehaviour {
public static GameMemory control;
public bool reloadScene = false;
public Color transitionColor;
public GameObject playerPrefab;
public PlayerController playerScript;
private GameObject backGround;
private int SceneLoaded;
public TapDetector tapScript;
// Use this for initialization
void Awake () {
if (control == null) {
DontDestroyOnLoad(gameObject);
control = this;
}else if (control != this) {
Destroy(gameObject);
}
//playerScript = GetComponentInChildren<PlayerController>();
tapScript = GetComponent<TapDetector>();
backGround = GameObject.FindGameObjectWithTag("BackGround");
SceneLoaded = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;
}
void Start() {
startLevel();
}
void OnLevelWasLoaded() {
Debug.Log("New Scene");
startLevel();
}
// Update is called once per frame
void Update () {
if (reloadScene) {
reloadScene = false;
UnityEngine.SceneManagement.SceneManager.LoadScene(SceneLoaded);
}
}
public void startLevel() {
if (playerScript != null) {
playerScript.setHealth(3);
} else {
GameObject respawn = GameObject.FindGameObjectWithTag("Respawn");
GameObject player = (GameObject) Instantiate(playerPrefab, respawn.transform.position, respawn.transform.rotation);
DontDestroyOnLoad(player);
player.transform.parent = transform;
playerScript = player.GetComponent<PlayerController>();
tapScript.playerScript = playerScript;
}
}
public void enemyDeath() {
int enemyCount = GameObject.FindGameObjectsWithTag("Enemy").Length;
Debug.Log("EnemyDown. Enemies Left: " + enemyCount);
if (enemyCount -1 == 0) {
SceneLoaded++;
UnityEngine.SceneManagement.SceneManager.LoadScene(SceneLoaded);
}
}
public void playerDeath() {
playerScript = null;
UnityEngine.SceneManagement.SceneManager.LoadScene(SceneLoaded);
}
}