fix player stage reset
This commit is contained in:
		
							parent
							
								
									f14edfe535
								
							
						
					
					
						commit
						55aadc63a0
					
				|  | @ -111,6 +111,11 @@ namespace MyGame.Scenes.MiniGame.Scripts | |||
|         public void AddCount() | ||||
|         { | ||||
|             count++; | ||||
|             UpdateCount(); | ||||
|         } | ||||
| 
 | ||||
|         private void UpdateCount() | ||||
|         { | ||||
|             level1.SetActive(count >= 5); | ||||
|             level2.SetActive(count >= 10); | ||||
|             level3.SetActive(count >= 15); | ||||
|  | @ -119,6 +124,7 @@ namespace MyGame.Scenes.MiniGame.Scripts | |||
|         public void ResetCount() | ||||
|         { | ||||
|             count = 0; | ||||
|             UpdateCount(); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -26,16 +26,16 @@ namespace MyGame.Scenes.MiniGame.Scripts | |||
| 
 | ||||
|         public void ResetStage() | ||||
|         { | ||||
|             stageTarget.FindAllChildrensComponent<Collider2D>(collider => | ||||
|             { | ||||
|                 transform.SetLocalScale(1f); | ||||
|                 collider.enabled = true; | ||||
|             }); | ||||
|             var selectIndex = UnityEngine.Random.Range(0, stages.Length); | ||||
|             for (var i = 0; i < stages.Length; i++) | ||||
|             { | ||||
|                 stages[i].gameObject.SetActive(i == selectIndex); | ||||
|             } | ||||
|             stageTarget.FindAllChildrensComponent<Collider2D>(collider => | ||||
|             { | ||||
|                 collider.transform.SetLocalScale(1f); | ||||
|                 collider.enabled = true; | ||||
|             }); | ||||
|         } | ||||
|     } | ||||
| } | ||||
		Loading…
	
		Reference in New Issue