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using UnityEngine.SceneManagement;
using static UIconfig;
public void LevelReset()
{
StageStatic.stage.ResetPlay();
//UIconfig.CanvasOnOff_Array[2] = 0;
//UIconfig.GamePaused = false;
//Time.timeScale = 1; // UIconfig.Game_TimeScale;
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Loader.LoadStage(StageStatic.stage.name, !StageStatic.stage.use_install_folder, false);
//StageStatic.stage.factState.softreset();
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}
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public void LoadMainMenue()
{
//not over SceneManager.LoadingScreen as MainMenue is too light to need to load over a LoadingScreen
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SceneManager.LoadScene("MainMenue");
}
public void StageFactState_modundo()
{
StageStatic.stage.factState.undo();
}
public void StageFactState_modredo()
{
StageStatic.stage.factState.redo();
}
public void StageFactState_modreset()
{
StageStatic.stage.factState.softreset();
}
public void Stage_modsave()
{
StageStatic.stage.push_record();
}
public void StageFactState_modload()
{
StageStatic.stage.factState.hardreset();
StageStatic.LoadInitStage(StageStatic.stage.name, !StageStatic.stage.use_install_folder);
}
StartServer.process.Kill(); // null reference exception if Server started manually
SceneManager.LoadScene(0);
public void OnApplicationQuit()
{
StartServer.process.Kill(); // null reference exception if Server started manually