public void AfterUnload() { workshopLevel = null; workshopLevelIsCustom = false; state = GameState.Inactive; if (currentLevel != null) { DisableOnExit.ExitingLevel(currentLevel); defaultLight.gameObject.SetActive(value: true); currentLevel = null; StartCoroutine(UnloadBundle()); } currentLevelNumber = -1; state = GameState.Inactive; }
public override void CompleteLevel() { base.CompleteLevel(); DisableOnExit.ExitingLevel(this); }