Minor reset fixes
This commit is contained in:
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Core.SaveLoad;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UI.Core;
|
||||
@@ -294,8 +295,20 @@ namespace UI
|
||||
|
||||
public async void ReloadLevel()
|
||||
{
|
||||
// Clear all save data for the current gameplay level before reloading
|
||||
if (SaveLoadManager.Instance != null && SceneManagerService.Instance != null)
|
||||
{
|
||||
string currentLevel = SceneManagerService.Instance.CurrentGameplayScene;
|
||||
if (!string.IsNullOrEmpty(currentLevel))
|
||||
{
|
||||
SaveLoadManager.Instance.ClearLevelData(currentLevel);
|
||||
Logging.Debug($"[PauseMenu] Cleared save data for current level: {currentLevel}");
|
||||
}
|
||||
}
|
||||
|
||||
// Now reload the current scene with fresh state - skipSave=true prevents re-saving cleared data
|
||||
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
|
||||
await SceneManagerService.Instance.ReloadCurrentScene(progress);
|
||||
await SceneManagerService.Instance.ReloadCurrentScene(progress, autoHideLoadingScreen: true, skipSave: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user