//loads result scene public void loadResult() { GlobalControl gc = GameObject.Find("GlobalControl").GetComponent <GlobalControl>(); gc.save(); SceneManager.LoadScene("result"); }
// Update is called once per frame void Update() { if (inRange && Input.GetKeyDown("w")) { // Open or close reactor menu if (ReactorManage.open) { InteractText.type = "rest"; ReactorManage.open = false; Cursor.visible = false; } else { InteractText.type = ""; ReactorManage.open = true; Cursor.visible = true; GlobalControl.toSave = true; GlobalControl.save(); } // Set new respawn point & full restore GlobalControl.checkpoint = gameObject.name; GlobalControl.healthCurr = GlobalControl.healthMax; GlobalControl.energyCurr = GlobalControl.energyMax; // Respawn all enemies GlobalControl.respawnAll(); } }
//load scene with name public void loadScene(string name) { string curName = SceneManager.GetActiveScene().name; //saves current scene information GlobalControl gc = GameObject.Find("GlobalControl").GetComponent <GlobalControl>(); SceneInfo curscene = new SceneInfo(); curscene.sceneName = curName; gc.scenes.Push(curscene); gc.sceneInformation = null; gc.save(); SceneManager.LoadScene(name); }
//load previous scene public void loadBack() { GlobalControl gc = GameObject.Find("GlobalControl").GetComponent <GlobalControl>(); if (gc.scenes.Count <= 0)//when there is no previous scene { Debug.Log("There is no previous scene"); return; } SceneInfo si = gc.scenes.Pop(); //the previous scene string sName = si.sceneName; //gets the previous scene's name gc.save(); //save current data gc.sceneInformation = si; //passes scene information to restore SceneManager.LoadScene(sName); }
public void loadEncounter() { string curName = SceneManager.GetActiveScene().name; //saves current scene information GlobalControl gc = GameObject.Find("GlobalControl").GetComponent <GlobalControl>(); SceneInfo_dungeon curscene = new SceneInfo_dungeon(); curscene.pos_x = pos_x; curscene.pos_y = pos_y; curscene.enemies = enemies; gc.scenes.Push(curscene); SceneInfo_encounter nsi = new SceneInfo_encounter(); nsi.monsters = encounter.monsters; gc.sceneInformation = nsi; gc.save(); SceneManager.LoadScene("encounter"); }
// Section Header Button Press public void ChangeMenu(string menu) { if (MenuBackground.inMenu && (menu == "inventory" || menu == "help" || menu == "exit" || (menu == "map" && GlobalControl.mapUnlocked) || (menu == "enemies" && GlobalControl.counter_1 > 0) || (menu == "reports" && GlobalControl.data > 0))) { btn = ""; if (menu != "exit") { GlobalControl.menu = menu; } else { MenuBackground.inMenu = false; GlobalControl.canContinue = true; GlobalControl.toSave = true; GlobalControl.save(); StartCoroutine(SceneSwitch("Main Menu")); } } }