public void OnLevelClicked(GameSettings.LevelInfo level) { if (isClicked == false) { transition.LoadLevel(level); isClicked = true; } }
public void LoadLevel(GameSettings.LevelInfo level) { /* * // Play sound * Sound.Play(); * * // Set the next level * nextLevel = level.SceneName; * * // Start fading in * StartCoroutine(FadeIn()); * * // Check what level we're loading to * fullScreenText.text = level.DisplayName; * */ // Not sure why the scene transition script is now broken... Application.LoadLevel(level.SceneName); Singleton.Get <PoolingManager>().DestroyAll(); }
public void LoadLevel(GameSettings.LevelInfo level) { // FIXME: Not sure why the scene transition script is now broken... /* * // Play sound * Sound.Play(); * * // Set the next level * nextLevel = level.SceneName; * * // Start fading in * StartCoroutine(FadeIn()); * * // Check what level we're loading to * fullScreenText.text = level.DisplayName; * */ // Indicate the next scene was loaded Singleton.Get <PoolingManager>().DestroyAll(); // FIXME: Using load level for now. Once above is fixed, take this line out Application.LoadLevel(level.SceneName); }