//resets the variables for a session //for use after they've been logged static void ResetSessionVariables(GlobalVars.Scenes scene) { if (scene == GlobalVars.Scenes.Crafting) { ElementsUnlockedInSession = 0; TiersUnlockedInSession = 0; TiersCompletedInSession = 0; ElementsCraftedInSession = 0; HintsBoughtInSession = 0; PowerUpUpgradesBoughtInSession = 0; } }
// Called when the player exits gathering void HandleOnExitGathering(GlobalVars.Scenes toScene) { // If the playering is going to crafting if (toScene == GlobalVars.Scenes.Crafting) { TappedTheReturnHomeFromGatheringButton(); } // If the player is playing gathering again else if (toScene == GlobalVars.Scenes.Gathering) { TappedTheReplayGatheringButton(); } }
/// <summary> /// Load the scene in the background /// </summary> IEnumerator load() { Debug.LogWarning("ASYNC LOAD STARTED - " + "DO NOT EXIT PLAY MODE UNTIL SCENE LOADS... UNITY WILL CRASH"); //loads either the crafting mode or the SDK connector screen, depending on the mode GlobalVars.Scenes toLoad = GlobalVars.MEDICAL_USE ? GlobalVars.Scenes.SDK : GlobalVars.Scenes.Crafting; //calls the event if (OnLoadScene != null) { OnLoadScene(toLoad); } backgroundLoadGame = Application.LoadLevelAsync((int)toLoad); backgroundLoadGame.allowSceneActivation = false; yield return(backgroundLoadGame); }
//loads the scene and set the load call to the scene it was loaded from public static void LoadSDKScene () { SceneLoadedFrom = (GlobalVars.Scenes) Application.loadedLevel; Application.LoadLevel((int)GlobalVars.Scenes.SDK); }
/// <summary> /// Tapped the splash screen to enter. /// </summary> public static void TappedSplashScreenToEnter(GlobalVars.Scenes toScene) { Mixpanel.SendEvent("Tapped The Splash Screen To Enter Game", new Dictionary <string, object>()); }
//loads the scene and set the load call to the scene it was loaded from public static void LoadSDKScene() { SceneLoadedFrom = (GlobalVars.Scenes)Application.loadedLevel; Application.LoadLevel((int)GlobalVars.Scenes.SDK); }