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Post by DarkTonic Dev on Oct 17, 2020 7:19:24 GMT
Thanks.
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Post by gearedgeek on Oct 21, 2020 17:25:41 GMT
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Post by DarkTonic Dev on Oct 21, 2020 19:12:54 GMT
So click on the "Lose" debug statement and send me the entire stack trace in the bottom window, with line numbers and stuff.
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Post by gearedgeek on Oct 21, 2020 21:46:43 GMT
I'm sorry but from what window in Visual Studio?
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Post by DarkTonic Dev on Oct 21, 2020 21:59:48 GMT
That's not visual studio. You showed me a screen shot of 4 logs in the Console Window of Unity. Click on the "Lose" one and copy the entire lower pane detail of that log, including line numbers and everything.
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Post by gearedgeek on Oct 21, 2020 23:05:38 GMT
Lose UnityEngine.Debug:Log(Object) LevelSettingsPlaymakerListener:Lose() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Level/LevelSettingsPlaymakerListener.cs:55) DarkTonic.CoreGameKit.LevelSettings:set_IsGameOver(Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:1790) DarkTonic.CoreGameKit.<CoUpdate>d__118:MoveNext() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:868) UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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Post by DarkTonic Dev on Oct 22, 2020 0:08:47 GMT
Looks like a bug.
You'll need to add an if statement around the Listener.Lose() line in LevelSettings.cs, at line 1790, as shown below.
if (Listener != null) { Listener.GameOver(HasPlayerWon);
if (!HasPlayerWon) { Listener.Lose(); } }
This fix will be in the next update.
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Post by gearedgeek on Oct 22, 2020 1:01:37 GMT
That has fixed the issue. Thank you for the help.
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Post by DarkTonic Dev on Oct 22, 2020 2:02:56 GMT
Sure, thank you for helping me find it.
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