// Close the menu and attempt to load the designated world. public void LoadWorldAttempt() { UIHandler.SetMenu(null, false); string worldID = this.worldIdInput.text.ToUpper(); SceneTransition.ToWorld(worldID); }
// Download a World private static async Task <bool> DownloadWorld(string worldId) { bool success = await WebHandler.WorldRequest(worldId); if (success) { SceneTransition.ToWorld(worldId, true); } return(true); }
public virtual void EndLevel() { // If there is an active world, return to the world stage. if (Systems.handler.campaignState.worldId.Length > 0) { SceneTransition.ToWorld(Systems.handler.campaignState.worldId); return; } // Otherwise, go to the planet selection scene: SceneTransition.ToPlanetSelection(); }
public static void WorldChange() { string currentIns = ConsoleTrack.GetArgAsString(); ConsoleTrack.possibleTabs = "Example: `load-world worldIdHere`"; ConsoleTrack.helpText = "This will load a world (if it exists). Enter the world ID of the world to load."; if (ConsoleTrack.activate && currentIns.Length > 0) { SceneTransition.ToWorld(currentIns); } }
private void LoadWorldById(string worldID) { // Load the Special "Users World" menu. if (worldID == "_users") { UIHandler.SetMenu(UIHandler.loadWorldMenu, false); return; } SceneTransition.ToWorld(worldID); return; }
public override void ActivateWorldFuncButton() { WEScene scene = (WEScene)Systems.scene; Systems.handler.worldContent.SaveWorld(); GameValues.LastAction = "WEPlayButton"; if (scene.tutorial.tutorialStep == TutorialWorldEdit.finalStep) { UIHandler.AddNotification(UIAlertType.Warning, "Playtest Fixes", "If something goes wrong, don't worry. Return to map editing or reset your position through the tilde (~) console.", 1500); } SceneTransition.ToWorld(scene.worldContent.worldId); }