public void LevelStart(int level) { DoAfterUpdate(() => { var time = new SpeedrunTime(_stopwatch.RealTime, _stopwatch.GameTime); RunLog.LevelStart(level, time); }); }
public void LevelStart(int level, int millisecondsOffset = 0) { DoAfterUpdate(() => { var realTime = _speedrunStopwatch.RealTime + TimeSpan.FromMilliseconds(millisecondsOffset); var gameTime = _beatTimer.Time.AddOffset(millisecondsOffset); var time = new SpeedrunTime(realTime, gameTime); RunLog.LevelStart(level, time); }); }
public void CompleteLevel(int level) { if (level == 3 || level == 4 || ModLoader.Settings.ILMode) { Freeze(); } DoAfterUpdate(() => { var time = new SpeedrunTime(_stopwatch.RealTime, _stopwatch.GameTime); RunLog.CompleteLevel(level, time); if (level == 2) { LogLevel2(); } }); }
public void CompleteLevel(int level) { if (level == 3 || level == 4 || ModLoader.Settings.ILMode) { Freeze(); } Split(); DoAfterUpdate(() => { var time = new SpeedrunTime(_speedrunStopwatch.RealTime, _beatTimer.Time); RunLog.CompleteLevel(level, time); if (level != 2) { Log(level); } }); }