fixed editor bug (used wrong ViewState after LevelComplete)
parent
057bf0e1cc
commit
6a06285dc9
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@ -733,12 +733,6 @@ void View::DrawUiLevelComplete() {
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if(Engine::GUI::Button (1, "Next level ...", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 60, button_width, button_height)) {
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if(Engine::GUI::Button (1, "Next level ...", (screen_right - button_width) * 0.5, screen_bottom * 0.5 + 60, button_width, button_height)) {
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PopViewState();
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PopViewState();
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PushViewState(ViewStateLevelIntro);
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Engine::StartTimer ("LevelIntroLevelNumber", 0.4);
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Engine::StartTimer ("LevelIntroLevelTitle", 0.6);
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Engine::StartTimer ("LevelIntroLevelAuthor", 0.8);
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Engine::StartTimer ("LevelIntroLevelStart", 1.0);
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// we have to take care when we are testing the level to not proceed to
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// we have to take care when we are testing the level to not proceed to
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// the next level...
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// the next level...
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if (GetViewState() == ViewStateEditor) {
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if (GetViewState() == ViewStateEditor) {
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@ -749,6 +743,12 @@ void View::DrawUiLevelComplete() {
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mEditorState = EditorStateUnknown;
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mEditorState = EditorStateUnknown;
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}
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}
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} else {
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} else {
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PushViewState(ViewStateLevelIntro);
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Engine::StartTimer ("LevelIntroLevelNumber", 0.4);
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Engine::StartTimer ("LevelIntroLevelTitle", 0.6);
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Engine::StartTimer ("LevelIntroLevelAuthor", 0.8);
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Engine::StartTimer ("LevelIntroLevelStart", 1.0);
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GetModel()->ProceedToNextLevel();
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GetModel()->ProceedToNextLevel();
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GetModel()->SetGameState(GameStatePaused);
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GetModel()->SetGameState(GameStatePaused);
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}
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}
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