private void CloseTimer_Tick(object sender, EventArgs e) { if (DoClose) { LevelTimer.Stop(); TalkTimer.Stop(); Text = "Operation Complete!"; MainProgressBar.Value = MainProgressBar.Maximum; Close(); } }
/// <summary> /// Prepare summary UI of the level, save score and send event that trail was completed. /// </summary> private void TrailCompleted() { // Activate the summary UISummary.SetActive(true); long timeMSElapsed = levelTimer.Stop(); int scorePoints = (int)timeMSElapsed * player.Health / player.MaxHealth; ScoreType score = new ScoreType(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name, timeMSElapsed, scorePoints); score.SaveScore(); // Fire the event that trail was completed if (CallOnTrailCompleted != null) { CallOnTrailCompleted(score); } }