/** * <summary>Creates a new instance of the 'Engine: End game' Action, set to load the autosave</summary> * <returns>The generated Action</returns> */ public static ActionEndGame CreateNew_LoadAutosave() { ActionEndGame newAction = (ActionEndGame)CreateInstance <ActionEndGame>(); newAction.endGameType = AC_EndGameType.LoadAutosave; return(newAction); }
/** * <summary>Creates a new instance of the 'Engine: End game' Action, set to reset the current scene</summary> * <returns>The generated Action</returns> */ public static ActionEndGame CreateNew_ResetScene() { ActionEndGame newAction = (ActionEndGame)CreateInstance <ActionEndGame>(); newAction.endGameType = AC_EndGameType.ResetScene; return(newAction); }
/** * <summary>Creates a new instance of the 'Engine: End game' Action, set to restart the game</summary> * <param name = "newSceneBuildIndex">The build index number of the scene to load</param> * <param name = "resetMenus">If True, then the state of all menus (e.g. visibility) will be reset</param> * <returns>The generated Action</returns> */ public static ActionEndGame CreateNew_RestartGame(int newSceneBuildIndex, bool resetMenus = true) { ActionEndGame newAction = (ActionEndGame)CreateInstance <ActionEndGame>(); newAction.endGameType = AC_EndGameType.RestartGame; newAction.chooseSceneBy = ChooseSceneBy.Number; newAction.resetMenus = resetMenus; return(newAction); }