Example #1
0
    public void UpdateStageParameters(int stageID)
    {
        currentStageID = stageID;

        if (stageID >= 0) //I'm having an assumption here that, sometimes in the future, I'm going to send negative numbers as stageIDs for non playable levels (e.g. menus. loading, etc)
        {
            currentStageParameters = StagesData.GetStageParameters((uint)currentStageID);
        }
    }
Example #2
0
    public void CreateTemplateFile()
    {
        string filePath = Path.Combine(Application.dataPath, "stagesTemplate.json");

        StagesData stagesData = new StagesData();

        stagesData.stages = new Stage[4];
        stagesData.stages[0].obstacles = new ObstacleData[3];

        File.WriteAllText(filePath, JsonUtility.ToJson(stagesData, true));
        Debug.Log("Well... Everything went well! >> " + filePath);
    }
Example #3
0
    public void LoadScene(uint stageID, GameStateManager.State newStateOnLoad) //this, coupled with the requiremnt that positive stageIDs should only be used for playable stages,
    {                                                                          //should mean that this version of LoadScene will be used only for playable stages.
        Stage targetStage = StagesData.GetStageParameters(stageID);

        if (targetStage == null)
        {
            print("ERROR! Attempting to load a stage with an ID not existant in the database. ID: " + stageID);
            return;
        }

        print("Switching to scene: " + targetStage.name);
        GameManager.stateMan.UpdateStageParameters((int)stageID);
        LoadScene(targetStage.name, newStateOnLoad);
    }
Example #4
0
    public void LoadData()
    {
        string filePath = Path.Combine(Application.dataPath, stagesDataFileName);

        if (!File.Exists(filePath))
        {
            Debug.LogError("File at " + filePath + " Doesn't exist..."); return;
        }                                                                            //catches Unexisting File Exception

        string     fileData       = File.ReadAllText(filePath);
        StagesData stagesDataTemp = JsonUtility.FromJson <StagesData>(fileData);

        stagesData = stagesDataTemp;

        Debug.Log("Stage Data loaded successfully!");
    }