void ParseConfigBundle(string assetBundleId, ConfigBundle bundle) { for (int i = 0; i < bundle.m_levels.Count; ++i) { CfgLevel lcfg = bundle.m_levels[i]; _levels.Add(lcfg); _levelSaveMap.Add(new KeyValuePair <string, int> (assetBundleId, i)); } for (int i = 0; i < bundle.m_frog.Count; ++i) { CfgFrog fcfg = bundle.m_frog[i]; _frogs.Add(fcfg); } _generalConfig = bundle.m_general; }
public void Teardown() { _levels = null; _frogs = null; _generalConfig = null; }
public void Init(CfgGeneral cfgGeneral) { _gameState.m_generalConfig = cfgGeneral; _gameState.m_currentLevel = cfgGeneral.m_startLevel - 1; NextLevel(); }