public void GameOver(GameOverReason reason) { var properties = GetPropertiesDictionary(); properties.Add("GameOverReason", reason.ToString()); var metrics = new Dictionary <string, double> { { "Num Levels", TheLastSliceGame.LevelManager.Levels.Count }, { "Seconds Played", (DateTime.Now - StartTime).TotalSeconds }, }; TelemetryClient.TrackEvent("GameOver", properties, metrics); }
// server only private void RoundPlaying() { // check if game is over if (GameOver(out gameOverReason)) { Debug.Log("Game over, reason = " + gameOverReason.ToString()); gameState = GameState.Over; RpcChangeGameState(GameState.Over, gameOverReason); RoundEnding(); return; } // check if we should open doors if (!m_PowerEnough && PowerEnough()) { } }