IEnumerator RestartGameProcedure() { audioManager.Fadeout(); Time.timeScale = 1; fading = true; Vector3 newPos = Camera.main.transform.position; newPos.z += 5; // TODO: fix blackFade.transform.position = newPos; PersistentEngine.SetPause(false); yield return(new WaitForSeconds(1.5f)); if (PersistentEngine.GetDemo()) { PersistentEngine.SetState("Global level", 1); PersistentEngine.SetState("Global loadingLevel", 1, true); } else { PersistentEngine.SetState("Global level", 1); PersistentEngine.SetState("Global loadingLevel", 1, true); } SceneManager.LoadScene("loadingScreen"); }
public static void StartLevel(int levelNumber) { audioManager.Fadeout(); PersistentEngine g = GameObject.Find("Global").GetComponent <PersistentEngine>(); RemoveAllSavedData(); PersistentEngine.SetState("Global level", levelNumber); PersistentEngine.SetState("Global loadingLevel", levelNumber, true); PersistentEngine.SetPause(false); g.StartSelectedLevel(); }
IEnumerator ContinueGameProcedure() { Time.timeScale = 1; state.Clear(); Initialize(); PersistentEngine.SetPause(false); Time.timeScale = 1; SceneManager.LoadScene("loadingScreen"); yield return(null); }
IEnumerator StartSelectedLevelProc() { audioManager.Fadeout(); Time.timeScale = 1; fading = true; Vector3 newPos = Camera.main.transform.position; newPos.z += 5; blackFade.transform.position = newPos; PersistentEngine.SetPause(false); yield return(new WaitForSeconds(1.5f)); SceneManager.LoadScene("loadingScreen"); }