Assets/Scripts/System/Level/LevelEventManager.cs
/// <summary>
/// Subscribe our listeners to the EventManager whenever the manager GameObject is activated / reactivated.
/// If the script is attached to an object in the scene, this will be called immediately at the start of the scene.
/// 
/// Please follow the format of 'LevelEvent_DelegateName' when adding new events.
/// </summary>
Subscribe our listeners to the EventManager whenever the manager GameObject is activated / reactivated.
If the script is attached to an object in the scene, this will be called immediately at the start of the scene.

Please follow the format of 'LevelEvent_DelegateName' when adding new events.
Subscribe our listeners to the EventManager whenever the manager GameObject is activated / reactivated . If the script is attached to an object in the scene this will be called immediately at the start of the scene . Please follow the format of ' LevelEvent_DelegateName ' when adding new events .
private void OnEnable()
    {
        if (!hasBeenInitialized)
        {
            InitializeLevelStateEvents();
        }
        EventManager.StartListening("LevelEvent_LoadLevel", LoadLevel);
        EventManager.StartListening("LevelEvent_EnterIngameState", EnterIngameState);
        EventManager.StartListening("LevelEvent_EnterCutsceneState", EnterCutsceneState);
        EventManager.StartListening("LevelEvent_CompleteLevel", CompleteLevel);
    }
private void OnEnable ( ) { if ( ! hasBeenInitialized ) { InitializeLevelStateEvents ( ) ; } EventManager . StartListening ( " " , LoadLevel ) ; EventManager . StartListening ( " " , EnterIngameState ) ; EventManager . StartListening ( " " , EnterCutsceneState ) ; EventManager . StartListening ( " " , CompleteLevel ) ; }
Subscribe our listeners to the EventManager whenever the manager GameObject is activated / reactivated.
Subscribe our listeners to the EventManager whenever the manager GameObject is activated / reactivated .