void LevelLoaded(LevelLoadedEvent e) { if (e.iLevel == 2) { StartCoroutine(ShowStuckRestartUI()); } }
private void ReceiveLevelLoadedEvent(LevelLoadedEvent data) { if (!this.m_started && data.currentGameState == GameManager.GameState.MainMenu) { this.m_started = true; base.StartCoroutine(this.WaitForInterstitialToClose()); } }
void LevelLoaded(LevelLoadedEvent e) { _bNewLevelLoaded = true; inLevelScreen.SetActive(true); startingScreen.SetActive(false); endingScreen.SetActive(false); _iCurrentLevel = e.iLevel; }
private void OnLevelLoaded(LevelLoadedEvent data) { GameManager.GameState currentGameState = data.currentGameState; if (currentGameState == GameManager.GameState.MainMenu) { this.UpdateAmount(true); } this.UpdateAmount(false); }
private void OnLevelLoaded(LevelLoadedEvent data) { GameManager.GameState gameState = Singleton <GameManager> .Instance.GetGameState(); if (base.gameObject.activeSelf && (gameState == GameManager.GameState.Level || gameState == GameManager.GameState.Cutscene)) { base.GetComponent <Dialog>().Close(); } else if (!base.gameObject.activeSelf && AdvertisementHandler.GetMainMenuPopupTexture() != null) { this.OnRenderableReady(true); } }
void LevelLoaded(LevelLoadedEvent e) { if (LevelCode.levelType == LevelType.Combined || LevelCode.levelType == LevelType.Normal) { _singleCameraObject.SetActive(true); _doubleCameraObject1.SetActive(false); _doubleCameraObject2.SetActive(false); } else { _singleCameraObject.SetActive(false); _doubleCameraObject1.SetActive(true); _doubleCameraObject2.SetActive(true); } }
//////////////////////////////////////////////////////////////// private void OnLevelLoadedEvent(LevelLoadedEvent e) { SceneContext gameSceneContext = SceneContext.LevelContext(e.Level); //////////////////////////////////////////////////////////////// // Find spawn points List <PlayerSpawnPoint> playerSpawnPoints = new List <PlayerSpawnPoint> (Object.FindObjectsOfType <PlayerSpawnPoint>()); playerSpawnPoints.RemoveAll((PlayerSpawnPoint psp) => { return(psp._LevelID != e.Level); }); playerSpawnPoints.Sort((PlayerSpawnPoint lhs, PlayerSpawnPoint rhs) => { if (lhs.Index == rhs.Index) { return(0); } return((lhs.Index < rhs.Index) ? -1 : 1); }); bool success = playerSpawnPoints.Count != 0; Debug.Assert(success, "Could not find a player spawn point for scene " + e.Level.ToString()); m_PlayerSpawnPoints.AddRange(playerSpawnPoints); //////////////////////////////////////////////////////////////// // Find blob hives List <BlobHive> blobHives = new List <BlobHive> (Object.FindObjectsOfType <BlobHive>()); blobHives.RemoveAll((BlobHive bh) => { return(bh._LevelID != e.Level); }); for (int i = 0; i < blobHives.Count; i++) { m_BlobHives.Add(new BlobHiveData { _Hive = blobHives[i], _Active = true, _PloppedTimers = new GameTicks[blobHives[i].Blobs.Count] }); } //////////////////////////////////////////////////////////////// // Find reset plants List <ResetPlantComponent> resetPlants = new List <ResetPlantComponent> (Object.FindObjectsOfType <ResetPlantComponent>()); resetPlants.RemoveAll((ResetPlantComponent rpc) => { return(rpc._LevelID != e.Level); }); for (int i = 0; i < resetPlants.Count; i++) { m_ResetPlantData.Add(new ResetPlantData { _ResetPlant = resetPlants[i], _PloppedTimer = new GameTicks(), _Respawns = true }); } //////////////////////////////////////////////////////////////// // Find reset plant spawners List <ResetPlantSpawner> resetPlantSpawners = new List <ResetPlantSpawner> (Object.FindObjectsOfType <ResetPlantSpawner>()); resetPlantSpawners.RemoveAll((ResetPlantSpawner rps) => { return(rps._LevelID != e.Level); }); m_ResetPlantSpawners.AddRange(resetPlantSpawners); //////////////////////////////////////////////////////////////// // Find totem m_Totem = Object.FindObjectOfType <TotemComponent>(); //////////////////////////////////////////////////////////////// gameSceneContext.Unset(); //////////////////////////////////////////////////////////////// if (e.SpawnPlayerAt.HasValue) { SetDesiredPlayerSpawnPoint(e.SpawnPlayerAt.Value.Level, e.SpawnPlayerAt.Value.ID); } bool findSpawnPoint = e.LoadedDueToSerialize || (e.StartGameFromLevel && m_PlayerSpawnPointToStartFrom.HasValue && m_PlayerSpawnPointToStartFrom.Value.Level == e.Level); if (findSpawnPoint) { InitializePlayerSpawnPointToStartFrom(e.Level); } //////////////////////////////////////////////////////////////// bool spawnPlayer = e.StartGameFromLevel || (e.LoadedDueToSerialize && m_PlayerSpawnPointToStartFrom.HasValue && m_PlayerSpawnPointToStartFrom.Value.Level == e.Level); if (spawnPlayer) { InitializePlayerForLevel(e.Level); } }
public void on_level_load(LevelLoadedEvent e) { StartCoroutine("play_into_cinematic"); }
void LevelLoaded(LevelLoadedEvent e) { levelText.text = LevelCode.CurrentLevel.ToString(); }
void RefreshOnLevelLoaded(LevelLoadedEvent e) { //Refresh(); }
private void DelayedPurchaseSound(LevelLoadedEvent data) { EventManager.Disconnect(new EventManager.OnEvent <LevelLoadedEvent>(this.DelayedPurchaseSound)); Singleton <AudioManager> .Instance.Spawn2dOneShotEffect(WPFMonoBehaviour.gameData.commonAudioCollection.snoutCoinUse); }
void LevelLoaded(LevelLoadedEvent e) { switchImage(sprite[e.iLevel - 1]); }
void OnLevelLoaded(LevelLoadedEvent e) { CreateBuilding(CityBuildingStore.GetCityCentrePrefab(), new BuildGridReference(0, 0)); startSpawning = true; spawnTimer = SECONDS_BETWEEN_BUILDING_SPAWNS; }
private void OnLevelLoaded(LevelLoadedEvent data) { this.ChangeGeneralGameState(data.currentGameState, true); }
private void OnLevelLoaded(LevelLoadedEvent e) { this.AbortSounds(this.active2dOneShotSounds, true); this.AbortSounds(this.active3dOneShotSounds, true); }