void Update() { cena = SceneManager.GetActiveScene().name; if (cena == "MenuPrincipal" || cena == "HUB") { return; } if (!startChecking) { startChecking = PhotonNetwork.IsConnected != wasConnected && cena != "MenuPrincipal"; } else { if (!PhotonNetwork.IsConnected && !manualShutdown && !message.activeSelf && cena != "HUB") { taNaCenaDeHist = FindObjectOfType <HistoriaManager>(); if (taNaCenaDeHist == null) { manualShutdown = true; startChecking = false; StartCoroutine(WeHaveToGoBack()); } taNaCenaDeHist = null; } else if (manualShutdown) { StartCoroutine(resetShutdownMode()); } } }
private void Awake() { if (HistoriaManagerInstance == null) { HistoriaManagerInstance = this; } else { Destroy(gameObject); } }
void IniciarNivel() { // Return the current Active Scene in order to get the current Scene name. //Scene scene = SceneManager.GetActiveScene(); if (ActualNivel == e_Historia) { HistoriaManager hm = GameObject.FindObjectOfType <HistoriaManager>(); if (hm != null) { _UiManager.ResetUiManager(); _UiManager.gameObject.SetActive(false); AniFade.SetBool(s_Estado, false); hm.AniHistoria.SetTrigger("Inicio"); } } //else if(scene.name == e_PlayerManager) //{ // siguienteNivel = e_Nivel01; // CargarEscenaAsync(); //} else if (ActualNivel == e_Nivel01) { //NivelActual = 1; _UiManager.gameObject.SetActive(true); _UiManager.ResetUiManager(); _UiManager.IngresarPuntaje(0); CharacterManager.CharacterManagerInstance.gameObject.SetActive(true); CharacterManager.CharacterManagerInstance._Character.IniciarConsumoEnergia(); AniFade.SetBool(s_Estado, false); CharacterManager.CharacterManagerInstance._Character.EnMovimiento = true; } else if (ActualNivel == e_Menu) { //NivelActual = 1; _UiManager.ResetUiManager(); _UiManager.gameObject.SetActive(false); AniFade.SetBool(s_Estado, false); AniFade.SetTrigger(s_Inicio); } else if (ActualNivel == e_Nivel02) { //NivelActual = 1; _UiManager.gameObject.SetActive(true); _UiManager.ResetUiManager(); _UiManager.IngresarPuntaje(0); CharacterManager.CharacterManagerInstance.gameObject.SetActive(true); CharacterManager.CharacterManagerInstance._Character.IniciarConsumoEnergia(); AniFade.SetBool(s_Estado, false); CharacterManager.CharacterManagerInstance._Character.EnMovimiento = true; } }