public LoadNextLevel ( string category ) : void | ||
category | string | |
return | void |
/// <summary> /// Destroy the player and take user to the next level /// </summary> void Win() { Destroy(gameObject); levelManager.LoadNextLevel(); }
// TODO remove this method once we can actually win! void StimulateWin() { levelManager.LoadNextLevel(); }
public void PlayerDead() { leveManger.LoadNextLevel(); }
// End screen is loaded with Invoke when we get EndGame private void LoadEndScreen() { levelManager.LoadNextLevel(); }
void OnTriggerEnter2D(Collider2D collider) { levelManager.LoadNextLevel(); }
private void simulateWin() { levelManager.LoadNextLevel(); }
void SimulateWin() { brickCount = 0; levelmanager.LoadNextLevel(); }
void SimulateWin() { print(brickCount); brickCount = 0; levelManager.LoadNextLevel(); }
private void ProcessInput() { // as an easter egg intentionally leaving in the ability to move around the final screen if (my_state == STATE.START_SCREEN) { return; } bool moveRight = false; bool moveLeft = false; bool moveUp = false; bool moveDown = false; bool moving = false; if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) { moveLeft = true; moving = true; } else if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) { moveRight = true; moving = true; } if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) { moveUp = true; moving = true; } else if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) { moveDown = true; moving = true; } //todo, support number pad? if (moving) { MovePlayer(moveRight, moveLeft, moveUp, moveDown); } if (Input.GetKeyDown(KeyCode.Space)) { InvokeRepeating("FireColorRay", 0.000001f, rayFiringRate); } if (Input.GetKeyUp(KeyCode.Space)) { CancelInvoke("FireColorRay"); } if (Debug.isDebugBuild && Input.GetKey(KeyCode.N)) { GameObject levelManagerGO = GameObject.Find("LevelManager"); if (levelManagerGO) { LevelManager levelManager = levelManagerGO.GetComponent <LevelManager>(); levelManager.LoadNextLevel(); } } }
public void Continue() { LevelManager levelManager = GameObject.Find("LevelManager").GetComponent <LevelManager>(); levelManager.LoadNextLevel(); //Since levelManager doesn't get destroyed when another scene is loaded you can use it here }
public virtual void OnArenaExit() { LevelManager.LoadNextLevel(); }
void GoToNextLevel() { lvlManage.LoadNextLevel(); }
void WonLoadNextLevel() { levelmanager.LoadNextLevel(); }
void SimulateWin() { myLevelManager.LoadNextLevel(); }
public void NextLevel() { Time.timeScale = 1; levelManager.LoadNextLevel(); displayManager.DisplayMessage("Next Level"); }
private void EndGame() { SaveFinalScore(); levelManager.LoadNextLevel(); }
void OnTriggerEnter(Collider other) { levelManager.LoadNextLevel(); }
void LevelFinished() { lvlMan.LoadNextLevel(); }
void LoadNextLevel() { l.LoadNextLevel(); }
void NextLevel() { LevelManager.LoadNextLevel(); }
public void stimulateWin() { levelmanager.LoadNextLevel(); }
void LoadNextLevel() { levelWonPopup.SetActive(false); levelManager.LoadNextLevel(); }
public void onNextPress() { LevelManager.LoadNextLevel(); }
public void OpenNextLevel() { LevelManager.LoadNextLevel(); }
void completeLevel() { lvl.LoadNextLevel(); }
private void LoadNextlevel() { levelManager.LoadNextLevel(); }
void SimulateWin() { levelManger.LoadNextLevel(); }
void LoadNextLevel() { levelManager.LoadNextLevel(); }
void LoadNextLevel() { levelManager = GameObject.FindObjectOfType<LevelManager>(); levelManager.LoadNextLevel(); }
void SimulateWin() { levelmanager.LoadNextLevel(); }
public void SkipButtonAction() { SoundManager.instance.PlayButtonSound(); LevelManager.LoadNextLevel(); ClosePanel(); }