//Loads the last clicked Level from the Level Select menu.
    public void LoadSelectedLevel()
    {
        if (selectedLevel.Equals(""))
        {
            return;
        }

        levelToLoad = LevelIOManager.LoadLevel(selectedLevel, false);
        levelSelectMenu.SetActive(false);
        LevelIOManager.ConstructLevelInCanvas(levelCanvas, levelToLoad);
    }
Beispiel #2
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 public void ClickToTest()
 {
     Debug.Log(Application.persistentDataPath);
     foreach (string name in LevelIOManager.GetBuiltInLevelNames(false))
     {
         Debug.Log("Builtin: " + name);
     }
     foreach (string name in LevelIOManager.GetBuiltInLevelNames(true))
     {
         Debug.Log("Custom: " + name);
     }
 }
Beispiel #3
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    void OnLevelWasLoaded(int level)
    {
        inroom = level;
        if (level == 0)
        {
            //main menu
            Destroy(gameObject);
        }
        else if (level == 2)
        {
            //lobby
            GameObject.Find("LobbyMenu").GetComponent <LobbyMenuManager>().NavigateTo("Lobby");
        }
        else if (level == 3)
        {
            //in multiplayer game
            Debug.Log("Loading Level " + toLoad);
            LevelIOManager.ContructLevelInCanvasByName(GameObject.Find("Level"), toLoad, isCustom);

            if (matchTime == 0)
            {
                GameObject.Find("Ingame Manager").GetComponent <Referee>().isTimed = false;
            }
            else
            {
                GameObject.Find("Ingame Manager").GetComponent <Referee>().isTimed = true;
            }
            GameObject.Find("Ingame Manager").GetComponent <Referee>().timer = matchTime;
            levelScaleManager = FindObjectOfType <LevelScaleManager>();
            spawnPlayer(usingSkin);
        }
        else if (level == 4)
        {
            //prep
            if (Network.isServer)
            {
                Network.maxConnections = matchMaxUsers - 1;
            }

            for (int i = 0; i < 8; ++i)
            {
                PlayerWinOrder[i] = null;
            }
        }
    }
    //Constructs a level in the provided Level prefab canvas by looking for a level of the given name.
    public static void ContructLevelInCanvasByName(GameObject levelCanvas, string levelName, bool isCustom)
    {
        Level levelToLoad = LevelIOManager.LoadLevel(levelName, isCustom);

        ConstructLevelInCanvas(levelCanvas, levelToLoad);
    }
 public void SaveLevel()
 {
     LevelIOManager.BuildLevelPrimitiveAndSaveLevel(levelToEdit, levelName, levelWidth, levelHeight, levelGravity, levelBorder);
 }