private void Restart(object sender, EventArgs args) { // TO DO, probably have to make it so it doesn't reset the ui too LoadManager.instance.setIsPaused(false); LoadManager.instance.setGameOver(true); loadManager.LoadGame(); }
void OnLevelWasLoaded() { if (initialised) { if (ResourceManager.LevelName != null && ResourceManager.LevelName != "") { LoadManager.LoadGame(ResourceManager.LevelName); } else { SetObjectIds(); } Time.timeScale = 1.0f; ResourceManager.MenuOpen = false; } }
void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode) { if (initialised) { if (ResourceManager.LevelName != null && ResourceManager.LevelName != "") { LoadManager.LoadGame(ResourceManager.LevelName); } else { SetObjectIds(); } Time.timeScale = 1.0f; ResourceManager.MenuOpen = false; } }
public void Continue() { try { LoadManager.LoadGame(); } catch { return; } _player.ResetPlayer(2.5f); StartCoroutine(FadeUI(2f)); _audio_source.PlayOneShot(ClickSFX); PostTutorialObjects.SetActive(true); StartCoroutine(EnablePauseMenu(2f)); }
public void Continue() { try { LoadManager.LoadGame(); } catch { return; } _player.ResetPlayer(2.5f); StartMenu.FadeOut(2); _audio_source.volume = 0.6f * OptionsManager.GetSoundVolume(); _audio_source.PlayOneShot(ClickSFX); PostTutorialObjects.SetActive(true); StartCoroutine(EnablePauseMenu(2f)); }
void OnLevelWasLoaded() { if (initialised) { if (ResourceManager.LevelName != null && ResourceManager.LevelName != "") { LoadManager.LoadGame(ResourceManager.LevelName); } else { WorldObject[] worldObjects = GameObject.FindObjectsOfType(typeof(WorldObject)) as WorldObject[]; foreach (WorldObject worldObject in worldObjects) { worldObject.ObjectId = nextObjectId++; if (nextObjectId >= int.MaxValue) { nextObjectId = 0; } } } } }
private void StartGame(object sender, EventArgs args) { loadManager.LoadGame(); }
public void NextLevel() { loadManager.LoadGame(); }