Пример #1
0
 void LevelLoaded(LevelLoadedEvent e)
 {
     if (e.iLevel == 2)
     {
         StartCoroutine(ShowStuckRestartUI());
     }
 }
Пример #2
0
 private void ReceiveLevelLoadedEvent(LevelLoadedEvent data)
 {
     if (!this.m_started && data.currentGameState == GameManager.GameState.MainMenu)
     {
         this.m_started = true;
         base.StartCoroutine(this.WaitForInterstitialToClose());
     }
 }
Пример #3
0
 void LevelLoaded(LevelLoadedEvent e)
 {
     _bNewLevelLoaded = true;
     inLevelScreen.SetActive(true);
     startingScreen.SetActive(false);
     endingScreen.SetActive(false);
     _iCurrentLevel = e.iLevel;
 }
Пример #4
0
 private void OnLevelLoaded(LevelLoadedEvent data)
 {
     GameManager.GameState currentGameState = data.currentGameState;
     if (currentGameState == GameManager.GameState.MainMenu)
     {
         this.UpdateAmount(true);
     }
     this.UpdateAmount(false);
 }
Пример #5
0
    private void OnLevelLoaded(LevelLoadedEvent data)
    {
        GameManager.GameState gameState = Singleton <GameManager> .Instance.GetGameState();

        if (base.gameObject.activeSelf && (gameState == GameManager.GameState.Level || gameState == GameManager.GameState.Cutscene))
        {
            base.GetComponent <Dialog>().Close();
        }
        else if (!base.gameObject.activeSelf && AdvertisementHandler.GetMainMenuPopupTexture() != null)
        {
            this.OnRenderableReady(true);
        }
    }
Пример #6
0
 void LevelLoaded(LevelLoadedEvent e)
 {
     if (LevelCode.levelType == LevelType.Combined || LevelCode.levelType == LevelType.Normal)
     {
         _singleCameraObject.SetActive(true);
         _doubleCameraObject1.SetActive(false);
         _doubleCameraObject2.SetActive(false);
     }
     else
     {
         _singleCameraObject.SetActive(false);
         _doubleCameraObject1.SetActive(true);
         _doubleCameraObject2.SetActive(true);
     }
 }
Пример #7
0
    ////////////////////////////////////////////////////////////////

    private void OnLevelLoadedEvent(LevelLoadedEvent e)
    {
        SceneContext gameSceneContext = SceneContext.LevelContext(e.Level);

        ////////////////////////////////////////////////////////////////
        // Find spawn points

        List <PlayerSpawnPoint> playerSpawnPoints = new List <PlayerSpawnPoint> (Object.FindObjectsOfType <PlayerSpawnPoint>());

        playerSpawnPoints.RemoveAll((PlayerSpawnPoint psp) => {
            return(psp._LevelID != e.Level);
        });
        playerSpawnPoints.Sort((PlayerSpawnPoint lhs, PlayerSpawnPoint rhs) => {
            if (lhs.Index == rhs.Index)
            {
                return(0);
            }

            return((lhs.Index < rhs.Index) ? -1 : 1);
        });
        bool success = playerSpawnPoints.Count != 0;

        Debug.Assert(success, "Could not find a player spawn point for scene " + e.Level.ToString());

        m_PlayerSpawnPoints.AddRange(playerSpawnPoints);

        ////////////////////////////////////////////////////////////////
        // Find blob hives

        List <BlobHive> blobHives = new List <BlobHive> (Object.FindObjectsOfType <BlobHive>());

        blobHives.RemoveAll((BlobHive bh) => {
            return(bh._LevelID != e.Level);
        });
        for (int i = 0; i < blobHives.Count; i++)
        {
            m_BlobHives.Add(new BlobHiveData {
                _Hive = blobHives[i], _Active = true, _PloppedTimers = new GameTicks[blobHives[i].Blobs.Count]
            });
        }

        ////////////////////////////////////////////////////////////////
        // Find reset plants

        List <ResetPlantComponent> resetPlants = new List <ResetPlantComponent> (Object.FindObjectsOfType <ResetPlantComponent>());

        resetPlants.RemoveAll((ResetPlantComponent rpc) => {
            return(rpc._LevelID != e.Level);
        });
        for (int i = 0; i < resetPlants.Count; i++)
        {
            m_ResetPlantData.Add(new ResetPlantData {
                _ResetPlant = resetPlants[i], _PloppedTimer = new GameTicks(), _Respawns = true
            });
        }

        ////////////////////////////////////////////////////////////////
        // Find reset plant spawners

        List <ResetPlantSpawner> resetPlantSpawners = new List <ResetPlantSpawner> (Object.FindObjectsOfType <ResetPlantSpawner>());

        resetPlantSpawners.RemoveAll((ResetPlantSpawner rps) => {
            return(rps._LevelID != e.Level);
        });
        m_ResetPlantSpawners.AddRange(resetPlantSpawners);

        ////////////////////////////////////////////////////////////////
        // Find totem

        m_Totem = Object.FindObjectOfType <TotemComponent>();

        ////////////////////////////////////////////////////////////////

        gameSceneContext.Unset();

        ////////////////////////////////////////////////////////////////

        if (e.SpawnPlayerAt.HasValue)
        {
            SetDesiredPlayerSpawnPoint(e.SpawnPlayerAt.Value.Level, e.SpawnPlayerAt.Value.ID);
        }

        bool findSpawnPoint = e.LoadedDueToSerialize || (e.StartGameFromLevel && m_PlayerSpawnPointToStartFrom.HasValue && m_PlayerSpawnPointToStartFrom.Value.Level == e.Level);

        if (findSpawnPoint)
        {
            InitializePlayerSpawnPointToStartFrom(e.Level);
        }

        ////////////////////////////////////////////////////////////////

        bool spawnPlayer = e.StartGameFromLevel || (e.LoadedDueToSerialize && m_PlayerSpawnPointToStartFrom.HasValue && m_PlayerSpawnPointToStartFrom.Value.Level == e.Level);

        if (spawnPlayer)
        {
            InitializePlayerForLevel(e.Level);
        }
    }
Пример #8
0
 public void on_level_load(LevelLoadedEvent e)
 {
     StartCoroutine("play_into_cinematic");
 }
Пример #9
0
 void LevelLoaded(LevelLoadedEvent e)
 {
     levelText.text = LevelCode.CurrentLevel.ToString();
 }
Пример #10
0
 void RefreshOnLevelLoaded(LevelLoadedEvent e)
 {
     //Refresh();
 }
Пример #11
0
 private void DelayedPurchaseSound(LevelLoadedEvent data)
 {
     EventManager.Disconnect(new EventManager.OnEvent <LevelLoadedEvent>(this.DelayedPurchaseSound));
     Singleton <AudioManager> .Instance.Spawn2dOneShotEffect(WPFMonoBehaviour.gameData.commonAudioCollection.snoutCoinUse);
 }
Пример #12
0
 void LevelLoaded(LevelLoadedEvent e)
 {
     switchImage(sprite[e.iLevel - 1]);
 }
Пример #13
0
 void OnLevelLoaded(LevelLoadedEvent e)
 {
     CreateBuilding(CityBuildingStore.GetCityCentrePrefab(), new BuildGridReference(0, 0));
     startSpawning = true;
     spawnTimer    = SECONDS_BETWEEN_BUILDING_SPAWNS;
 }
Пример #14
0
 private void OnLevelLoaded(LevelLoadedEvent data)
 {
     this.ChangeGeneralGameState(data.currentGameState, true);
 }
Пример #15
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 private void OnLevelLoaded(LevelLoadedEvent e)
 {
     this.AbortSounds(this.active2dOneShotSounds, true);
     this.AbortSounds(this.active3dOneShotSounds, true);
 }