private void OnValidate()
        {
            LevelOrderSettings levelOrderSettings = globalSettings.LevelOrderSettings;

            for (int i = 0; i < levelOrderSettings.RuleSettings.Length; i++)
            {
                int    levelIdentifier = i + 1;
                string result          = "" + levelIdentifier;

                levelOrderSettings.RuleSettings[i].Id = result;
            }
        }
Ejemplo n.º 2
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        public static void CreateLevelGroups()
        {
            List <int> collectionSizes = new List <int> {
                6, 9, 12, 15, 18, 18, 21, 18, 21, 21, 21, 21, 21, 24, 27, 27, 27, 27, 24, 27, 27, 27, 30, 30, 30, 30, 39, 39, 39, 39, 39, 39
            };

            LevelOrderSettings levelOrder = (LevelOrderSettings)AssetDatabase.LoadAssetAtPath("Assets/" + GameConstants.GameName.NameOfGame + "/Settings/LevelOrder/LevelOrder.asset", typeof(LevelOrderSettings));
            int levelNumber = 0;

            // make level group assets
            for (int i = 1; i < (collectionSizes.Count + 1); i++) // needs to be one more than number of collections
            {
                string name = "Assets/" + GameConstants.GameName.NameOfGame + "/Settings/LevelGroupings/LevelGroup" + i + ".asset";

                Sprite levelCard      = (Sprite)AssetDatabase.LoadAssetAtPath("Assets/" + GameConstants.GameName.NameOfGame + "/Textures/Icons/Level card icons/QXALUIBlurredPhoto" + i + ".png", typeof(Sprite));
                Sprite background     = (Sprite)AssetDatabase.LoadAssetAtPath("Assets/" + GameConstants.GameName.NameOfGame + "/Textures/Backgrounds/QXALUIBackground" + i + ".png", typeof(Sprite));
                Sprite backgroundMain = (Sprite)AssetDatabase.LoadAssetAtPath("Assets/" + GameConstants.GameName.NameOfGame + "/Textures/Backgrounds/QXALUIBackgroundMain" + i + ".png", typeof(Sprite));

                AssertExistingAsset(name);

                LevelGroupingSettings newLevelGroupSettings = ScriptableObject.CreateInstance("LevelGroupingSettings") as LevelGroupingSettings;
                newLevelGroupSettings.Init(i.ToString(), false, levelCard, background, backgroundMain);

                for (int j = 0; j < collectionSizes[i - 1]; j++)
                {
                    if (!levelOrder.RuleSettings[levelNumber + j].IsGold)
                    {
                        newLevelGroupSettings.Levels.Add(levelOrder.RuleSettings[levelNumber + j]);
                    }
                    else
                    {
                        newLevelGroupSettings.GoldLevels.Add(levelOrder.RuleSettings[levelNumber + j]);
                    }
                }

                string     suffix = GetPrefabSuffix(newLevelGroupSettings.Levels.Count, newLevelGroupSettings.GoldLevels.Count);
                GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath("Assets/" + GameConstants.GameName.NameOfGame + "/Prefabs/CollectionWindows/Collection-" + suffix + ".prefab", typeof(GameObject));
                newLevelGroupSettings.CollectionPrefab = prefab;

                levelNumber += collectionSizes[i - 1];

                AssetDatabase.CreateAsset(newLevelGroupSettings, name);
                AssetDatabase.SaveAssets();
            }
        }