Example #1
0
 // Use this for initialization
 void Start()
 {
     //Reset all data here or load previous data if exists
     globalsList.SetGlobalVariable("playerspawnpoint", 0, 0);
     UnityEngine.SceneManagement.SceneManager.LoadScene("CoreScene");
     UnityEngine.SceneManagement.SceneManager.LoadScene("location_2_act_1", UnityEngine.SceneManagement.LoadSceneMode.Additive);
 }
Example #2
0
    static void RunFromCurrent()
    {
        if (EditorApplication.isPlaying == true)
        {
            EditorApplication.isPlaying = false;
            return;
        }


        GlobalVariableList globalsList = (GlobalVariableList)AssetDatabase.LoadAssetAtPath("Assets/Data/GlobalVariables.asset", typeof(GlobalVariableList));

        globalsList.SetGlobalVariable("playerspawnpoint", 0, 0);

        string currentScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name;

        Debug.Log("load");
        if (currentScene != "CoreScene")
        {
            UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/Scenes/CoreScene.unity");
            //UnityEditor.SceneManagement.EditorSceneManager.LoadScene(currentScene, UnityEngine.SceneManagement.LoadSceneMode.Additive);
        }

        AddPlayerSpawnPoint();

        UnityEditor.SceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
        EditorApplication.isPlaying = true;
    }
Example #3
0
    public static void OnPlayStateChange(PlayModeStateChange playMode)
    {
        if (playMode == PlayModeStateChange.EnteredEditMode)
        {
            // RemoveGameLogicObjects();
            UnityEditor.SceneManagement.EditorSceneManager.CloseScene(UnityEngine.SceneManagement.SceneManager.GetSceneByName("CoreScene"), true);
        }
        else if (playMode == PlayModeStateChange.ExitingEditMode)
        {
            string currentScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().path;
            if (!currentScene.Contains("StartScene") && !currentScene.Contains("Title"))
            {
                GlobalVariableList globalsList = (GlobalVariableList)AssetDatabase.LoadAssetAtPath("Assets/Data/GlobalVariables.asset", typeof(GlobalVariableList));
                globalsList.SetGlobalVariable("playerspawnpoint", 0, 0);

                if (currentScene != "CoreScene")
                {
                    UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/Scenes/CoreScene.unity");
                    UnityEditor.SceneManagement.EditorSceneManager.OpenScene(currentScene, UnityEditor.SceneManagement.OpenSceneMode.Additive);
                }
                EditorApplication.isPlaying = true;
                AddPlayerSpawnPoint();
            }
            //  AddGameLogicObjects();
        }
    }
Example #4
0
    public void RunEvent()
    {
        for (int i = 0; i < globalVarsToChange.Count; i++)
        {
            globalVariableList.SetGlobalVariable(globalVarsToChange[i].globalId, globalVarsToChange[i].state, globalVarsToChange[i].numberData);
        }

        if (sceneTransport)
        {
            UnityEngine.SceneManagement.SceneManager.LoadScene(sceneToTransport);
        }
    }