private void LevelFinished() { state = AnyPenguinSurvived() ? LevelStateType.Won : LevelStateType.Lost; PlaySessionData.Instance.LevelSucceed = state == LevelStateType.Won; LevelFinishedMenu.Show(new LevelFinishData(levelSettings.LevelName, levelSettings.LevelIndex, state, PenguinsInLevel)); }
private void Start() { if (TryInitLevel()) // jen pokud jsme úspěšně načetli data levelu, můžeme provádět další věci { SetVirtualCameraConfiner(); PenguinsInLevel = fireController.Init(PlayerData.Instance.PenguinsManager.Penguins, levelSettings.SpawnAreas, levelSettings.StartPoint); InitGui(); state = LevelStateType.InProgress; AnalyticsController.SendLevelStart(levelSettings.LevelName); OnStarting.Invoke(); OnStartFinished.Invoke(); } else { Debug.LogError("Nemám level, vracím se do Mapy!"); SceneManager.LoadScene("Map"); } }
public void SetLevelState(LevelStateType _levelstate) { LevelState = _levelstate; }