void EndGame(GameStatus status, SceneSwitchConfig nextScene) { if (nextScene.SceneName == null) { Debug.LogError("Next scene not set for game status: " + status); return; } Application.LoadLevel(nextScene.SceneName); }
void OnGameOverStart(GameStatus status, SceneSwitchConfig nextScene) { CurrentGameStatus = status; // slow down everything if (nextScene != null) { if (nextScene.SceneSwitchPrefab != null) { Instantiate(nextScene.SceneSwitchPrefab); } // if (GameSceneSwitchDelay >= 0) { // StartCoroutine(CoroutineUtility.DelaySeconds(GameSceneSwitchDelay * Time.timeScale, () => { // EndGame (status, nextScene); // })); // } } }