public void LoadNextLevel() { // purge scene of blocks PurgeLevel(); CheckpointManager.ClearCheckpoints(); CheckpointManager.ActiveCheckpoint = null; // load next level LoadLevel(currentLevelId++, LEVEL_IDS, true); }
public void LoadNextLevel() { // purge scene of blocks PurgeLevel(); CheckpointManager.ClearCheckpoints(); CheckpointManager.ActiveCheckpoint = null; // load next level LoadLevel(currentLevelId++, LEVEL_IDS, true); }