private void ResetSim() { //GameTimer.StopTimer(); GameTimer.ResetTimer(); LevelState = PhysicsLevelState.building; Unlock(); DisableRoller(); }
private void StartSim() { GameTimer.StartTimer(); LevelState = PhysicsLevelState.playing; Lock(); EnableRoller(); ItemBankUI.ToggleCanvasGroup(false); }
public void CompleteLevel() { GameTimer.StopTimer(); LevelState = PhysicsLevelState.complete; StopRoller(); GameObject.FindObjectOfType <CompleteWindow> ().GetComponent <CompleteWindow> ().OnLevelComplete(GetComponent <PhysicsMoveableBank>().totalMoveables, GameTimer.GetTime(), true); // GameData.Current.UpdateObjectives (2, true, true, false); // GameData.Current.Save (); }