Beispiel #1
0
    public void TriggerLoadLevel(bool restartPhase = false, DataManager.LoadType loadType = DataManager.LoadType.RESOURCES, string inputLevelName = "")
    {
        tracker.ResetModelLog();
        if (inputLevelName.Length == 0)
        {
            inputLevelName = dataManager.levelname;
        }
        dataManager.InitializeLoadLevel(inputLevelName, loadType);
        LevelReferenceObject levRef = dataManager.GetLevelByFile(inputLevelName);

        if (levRef != null)
        {
            currentLevelReferenceObject = levRef;
        }
        InitiateTrackGeneration(restartPhase);
        if (restartPhase)
        {
            SetGamePhase(GamePhases.PlayerInteraction);
        }
        if (loadType == DataManager.LoadType.STRING)
        {
            tracker.CreateEventExt("TriggerLoadLevel", currentLevelReferenceObject.file);
        }
        else
        {
            tracker.CreateEventExt("TriggerLoadLevel", inputLevelName);
        }
    }
Beispiel #2
0
    public void TriggerLoadLevel(DataManager.LoadType loadType = DataManager.LoadType.RESOURCES, string inputLevelName = "")
    {
        Debug.Log(loadType);
        tracker.CreateEventExt("TriggerLoadLevel", inputLevelName);
        if (inputLevelName.Length == 0)
        {
            inputLevelName = dataManager.levelname;
        }
        dataManager.InitializeLoadLevel(inputLevelName, loadType);
        LevelReferenceObject levRef = dataManager.GetLevelByFile(inputLevelName);

        if (levRef != null)
        {
            currentLevelReferenceObject = levRef;
        }
        //TODO: Since this gets called when a simulation completes and re-opens everything, it can cause bugs with the tutorials loading
        SetGamePhase(GameManager.GamePhases.GenerateTrack);
    }