// ------------------------------------- Gamer info stuffs. Keep track of how often they pass, I guess? void Awake() { IO_Settings.FLOAD_SETTINGS(); IO_GamerInfo.FLoadGamerData(); TDC_EventManager.FRemoveAllHandlers(); }
// 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(); }
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); } }
public void BT_Quit() { TDC_EventManager.FRemoveAllHandlers(); UnityEngine.SceneManagement.SceneManager.LoadScene("SN_MN_Main"); }
void Awake() { IO_Settings.FLOAD_SETTINGS(); IO_RouteList.FLOAD_ROUTES(); TDC_EventManager.FRemoveAllHandlers(); }
void Awake() { TDC_EventManager.FRemoveAllHandlers(); }