public void TriggerLoadLevel(bool restartPhase = false, DataManager.LoadType loadType = DataManager.LoadType.RESOURCES, string inputLevelName = "") { tracker.ResetModelLog(); if (inputLevelName.Length == 0) { inputLevelName = dataManager.levelname; } dataManager.InitializeLoadLevel(inputLevelName, loadType); LevelReferenceObject levRef = dataManager.GetLevelByFile(inputLevelName); if (levRef != null) { currentLevelReferenceObject = levRef; } InitiateTrackGeneration(restartPhase); if (restartPhase) { SetGamePhase(GamePhases.PlayerInteraction); } if (loadType == DataManager.LoadType.STRING) { tracker.CreateEventExt("TriggerLoadLevel", currentLevelReferenceObject.file); } else { tracker.CreateEventExt("TriggerLoadLevel", inputLevelName); } }
public void TriggerLoadLevel(DataManager.LoadType loadType = DataManager.LoadType.RESOURCES, string inputLevelName = "") { Debug.Log(loadType); tracker.CreateEventExt("TriggerLoadLevel", inputLevelName); if (inputLevelName.Length == 0) { inputLevelName = dataManager.levelname; } dataManager.InitializeLoadLevel(inputLevelName, loadType); LevelReferenceObject levRef = dataManager.GetLevelByFile(inputLevelName); if (levRef != null) { currentLevelReferenceObject = levRef; } //TODO: Since this gets called when a simulation completes and re-opens everything, it can cause bugs with the tutorials loading SetGamePhase(GameManager.GamePhases.GenerateTrack); }