public void LoadGame() { GameState.RestoreFrom("save"); RunTarget(GameState.CurrentTarget); gameExtensions.ForEach(g => g.OnAfterGameLoad()); uAdventureInputModule.LookingForTarget = null; }
public IEnumerator LoadGame() { Debug.Log("[LOAD GAME] Restoring save..."); GameState.RestoreFrom("save"); Debug.Log("[LOAD GAME] After Game Load..."); foreach (var g in PriorityAttribute.OrderExtensionsByMethod("OnAfterGameLoad", gameExtensions)) { yield return(StartCoroutine(g.OnAfterGameLoad())); } Debug.Log("[LOAD GAME] Running target..."); waitingRunTarget = true; RunTarget(GameState.CurrentTarget); Debug.Log("[LOAD GAME] Waiting for target to be ready...!"); yield return(new WaitUntil(() => !waitingRunTarget)); Debug.Log("[LOAD GAME] Game Ready..."); foreach (var g in PriorityAttribute.OrderExtensionsByMethod("OnGameReady", gameExtensions)) { yield return(StartCoroutine(g.OnGameReady())); } uAdventureInputModule.LookingForTarget = null; Debug.Log("[LOAD GAME] Done!"); }
public void LoadGame() { GameState.RestoreFrom("save"); RunTarget(GameState.CurrentTarget); uAdventureInputModule.LookingForTarget = null; }