Пример #1
0
    // When player collides with the warp this is called
    public void DoWarp()
    {
        GameManager.Instance.PlaySound("Warp");

        // If this warp is the last one - mark the game as completed
        if (tag == "GameClearWarp")
        {
            SaveLoadManager.data.gameClear = true;
            SaveLoadManager.SaveCurrentData();
        }

        if (levelName.Length > 0)
        {
            NewSceneManager.GotoScene(levelName, fadeOutTime, fadeInTime);
            return;
        }

        if (levelNumber >= 0)
        {
            NewSceneManager.GotoScene(levelNumber, fadeOutTime, fadeInTime);
            return;
        }

        NewSceneManager.NextScene(fadeOutTime, fadeInTime);
        return;
    }
Пример #2
0
    void Update()
    {
        // On the first update in the sInit go to the appropriate scene. This ensures that
        // SoundManager and all other objects have their Start method executed
        if (NewSceneManager.SceneIndex == 0)
        {
            // Go to the main menu
            NewSceneManager.NextScene(0.0f, 4.0f);
        }

        // DEBUG/TEST CODE (BUT ALSO UNSKIPPABLE CREDITS LUL):
        if (!debugMode || NewSceneManager.SceneName == "sCredits")
        {
            return;
        }

        // Go to the next scene
        if (Input.GetKeyDown(KeyCode.PageUp))
        {
            NewSceneManager.NextScene();
        }

        // Go to the previous scene
        if (Input.GetKeyDown(KeyCode.PageDown))
        {
            NewSceneManager.PrevScene();
        }

        // Toggle player invincibility
        if (Input.GetKeyDown(KeyCode.I))
        {
            playerIsInvincible = !playerIsInvincible;

            if (playerIsInvincible)
            {
                soundManager.PlaySound("Item");
            }
        }
    }
 public void NextScene()
 {
     NewSceneManager.NextScene(1.0f, 1.5f);
 }
Пример #4
0
 void Transition()
 {
     NewSceneManager.NextScene(4.0f, 1.0f);
 }