public void AddLevelsToQueue(EnvironmentType _type, float _maxTotalWidth)
        {
            Assert.AreNotEqual(EnvironmentType.MAX, _type, "Not a valid environemnt");
            DifficultyRange difficultyRange = m_availableDifficulties[_type];
            float           num             = 0f;

            foreach (mg_jr_Level activeLevel in m_activeLevels)
            {
                num += activeLevel.LevelDefinition.Size.x;
            }
            int num2 = 0;

            while (num <= _maxTotalWidth)
            {
                mg_jr_Level current = AddRandomLevelToQueue(_type, difficultyRange.RandomDifficulty());
                num += current.LevelDefinition.Size.x;
                num2++;
            }
            mg_jr_Level value = m_activeLevels.Last.Value;

            m_activeLevels.RemoveLast();
            if (value != null)
            {
                value.DestroyLevel();
            }
            num2--;
            Debug.Log("_maxTotalWidth" + _maxTotalWidth);
            Debug.Log("loaded turbo levels =" + num2);
        }
        public void AddXtoQueue(EnvironmentType _type, int _numberOfLevelsToAdd)
        {
            Assert.AreNotEqual(EnvironmentType.MAX, _type, "Not a valid environemnt");
            DifficultyRange difficultyRange = m_availableDifficulties[_type];

            for (int i = 0; i <= _numberOfLevelsToAdd; i++)
            {
                AddRandomLevelToQueue(_type, difficultyRange.RandomDifficulty());
            }
        }
        public void FillQueueWith(EnvironmentType _type, int _numberOfLevelsToFillQueueTo)
        {
            Assert.AreNotEqual(EnvironmentType.MAX, _type, "Not a valid environemnt");
            if (m_activeLevels.Count >= _numberOfLevelsToFillQueueTo)
            {
                DisneyMobile.CoreUnitySystems.Logger.LogWarning(this, "Can't fill queue with level type because queue is full");
                return;
            }
            DifficultyRange difficultyRange = m_availableDifficulties[_type];

            while (m_activeLevels.Count < _numberOfLevelsToFillQueueTo)
            {
                AddRandomLevelToQueue(_type, difficultyRange.RandomDifficulty());
            }
        }