// set the chosen level and load into battle scene public void StartBattle() { PlayerData.LastSelectedLevel = m_LastSelectedLevel; SingletonReset.Reset(); SceneManager.LoadScene(3); }
IEnumerator LoadMainSceneAsync() { SingletonReset.Reset(); AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(2); while (!asyncOperation.isDone) { yield return(null); } }
// loads the main scene async IEnumerator LoadStoryScene() { MusicScript.get.FadeMusicOut(); SingletonReset.Reset(); AsyncOperation asyncSceneLoad = SceneManager.LoadSceneAsync(1); while (!asyncSceneLoad.isDone) { yield return(null); } }
// loads the given scene async IEnumerator LoadSceneAsync(int _sceneNumber) { GPSTracking.get.m_currentStepTracker -= m_stepRangeUntilNewMission; GPSTracking.get.UpdateStepsInDatabase(); SingletonReset.Reset(); AsyncOperation asyncSceneLoad = SceneManager.LoadSceneAsync(_sceneNumber); while (!asyncSceneLoad.isDone) { yield return(null); } }
// Loads back into main scene public void Back_ButtonClick() { SingletonReset.Reset(); SceneManager.LoadScene(2); }
// brings the player back to the menu public void Button_BackToMenu() { PlayerData.ResetPlayerData(); SingletonReset.Reset(); SceneManager.LoadScene(0); }