public void ReturnToMainMenu() { Time.timeScale = 1; SaveDataManagement.SaveState(); Item.ResetNumInstance(); SceneManager.LoadScene("MainMenu"); }
public void LoadNextLevel() { SaveDataManagement.SaveState(); Item.ResetNumInstance(); Time.timeScale = 1; int sceneIndex = SceneManager.GetActiveScene().buildIndex + 1; SceneManager.LoadScene(sceneIndex); }
public void Restart() { Time.timeScale = 1; SaveDataManagement.SaveState(); Item.ResetNumInstance(); int sceneIndex = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(sceneIndex); }
private void DoWinEvent() { if (Time.timeScale != 0) { SaveDataManagement.SaveState(); //show fail UI uiManager.ShowWinUI(); //pause game Time.timeScale = 0; Item.ResetNumInstance(); } }
public void ShowWinUI() { SaveDataManagement.SaveState(); winUI_Instance = Instantiate(winUI_Prefab, GameObject.FindWithTag("UI").transform); }
public void ExitGame() { SaveDataManagement.SaveState(); Application.Quit(); }
public void LoadScene(string sceneName) { Time.timeScale = 1; SaveDataManagement.SaveState(); SceneManager.LoadScene(sceneName); }
/// <summary> /// Saves player stats frequently. /// </summary> /// <param name="saveFrequency">The frequency of saving.</param> /// <returns></returns> private IEnumerator DoSave(int saveFrequency) { yield return(new WaitForSeconds(saveFrequency)); SaveDataManagement.SaveState(); }