/// Called when the dialogue system has finished running. public override IEnumerator DialogueComplete() { Debug.Log("Complete!"); // Hide the dialogue interface. if (dialogueContainer != null) { dialogueContainer.SetActive(false); } // Show the game controls. if (gameControlsContainer != null) { gameControlsContainer.gameObject.SetActive(true); } InternalScenesManager.LoadScene(InternalScenesManager.Office); yield break; }
/// <summary> /// Prompt to quit the scene. /// </summary> public static void PromptQuit() { // TODO: we need to put a prompt canvas here InternalScenesManager.LoadScene(InternalScenesManager.MainMenu); }
/// <summary> /// Loads the latest game save when the user click on the element. /// </summary> protected override void OnClick() { SaveGameManager.LoadLatest(); InternalScenesManager.LoadScene(InternalScenesManager.Office); }
/// <summary> /// Load the latest save game (if any), and reload the scene (the Office). /// </summary> private static void LoadSaveGameAndReload() { SaveGameManager.LoadLatest(); InternalScenesManager.LoadScene(InternalScenesManager.Office); }
/// <summary> /// Load the gaven scene when the user clicked on the element. /// </summary> protected override void OnClick() { InternalScenesManager.LoadScene(this.SceneToLoad); }