Example #1
0
    // ------------------------------------- Gamer info stuffs. Keep track of how often they pass, I guess?
    void Awake()
    {
        IO_Settings.FLOAD_SETTINGS();
        IO_GamerInfo.FLoadGamerData();

        TDC_EventManager.FRemoveAllHandlers();
    }
Example #2
0
    // Since we're displaying the scoreboard screen, this is still fine
    public void OnQuitPressed()
    {
        refUI.gameObject.SetActive(false);
        MN_PauseScreen.SetActive(false);
        refScoreboardUI.SetActive(false);
        refQuitUI.SetActive(true);

        TDC_EventManager.FRemoveAllHandlers();
    }
Example #3
0
    void Awake()
    {
        TDC_EventManager.FRemoveAllHandlers();

        DT_Wave w = new DT_Wave(1, 1, 4);

        IO_Wave.FSaveWave(w);
        // w = IO_Wave.FLoadWave(1.ToString());
        for (int i = 2; i < 5; i++)
        {
            w._id       = i;
            w._numWaves = i;
            IO_Wave.FSaveWave(w);
        }
    }
Example #4
0
 public void BT_Quit()
 {
     TDC_EventManager.FRemoveAllHandlers();
     UnityEngine.SceneManagement.SceneManager.LoadScene("SN_MN_Main");
 }
Example #5
0
 void Awake()
 {
     IO_Settings.FLOAD_SETTINGS();
     IO_RouteList.FLOAD_ROUTES();
     TDC_EventManager.FRemoveAllHandlers();
 }
Example #6
0
 void Awake()
 {
     TDC_EventManager.FRemoveAllHandlers();
 }