void OnTriggerEnter() { if (!didSend) { didSend = true; ChaseLevelManager.CompleteScene(); } }
void OnSceneLoad(Scene s, LoadSceneMode mode) { Debug.Log("Loaded scene: " + s.name); int difficulty = PlayerPrefsManager.LoadStageDifficulty(); Debug.Log("difficulty: " + difficulty.ToString()); switch (s.name) { case "MainMenu": break; case "RealityStart": break; case "Fall": FallLevelManager.StartLevel(difficulty); break; case "Chase": ChaseLevelManager.StartLevel(difficulty); break; case "Survival": break; case "Nightmare": break; case "RealityMotivation": break; case "RealitySkill": break; case "RealityClass": PlayerPrefsManager.IncreaseLevelNumber(); break; case "RealitySuccess": break; case "RealityFail": break; } }
void SendProgressUpdate() { ChaseLevelManager.SetLevelProgress(); }
void TriggerDeath() { ChaseLevelManager.StopScene(); }