Example #1
0
        // creates a new levelData and displays it as an UIEditorLevel in the EditorSelection
        private IEnumerator cCreateNewLevel(LevelData l)
        {
            // create new uiEditorLevel
            UIEditorLevel editorLevel = Instantiate(uiEditorLevelPrefab, new Vector3(0, 0, 0), Quaternion.identity);

            editorLevel.transform.parent = placingParent;
            editorLevel.levelData        = l;
            editorLevel.UpdateTexts();
            uiEditorLevels.Add(editorLevel);
            yield break;
        }
Example #2
0
        // loads the list of custom levels
        public void LoadUIEditorLevels()
        {
            uiEditorLevels = new List <UIEditorLevel>();
            DestroyChildren(placingParent);

            foreach (LevelData l in LevelManager.customLevels)
            {
                UIEditorLevel editorLevel = Instantiate(uiEditorLevelPrefab, new Vector3(0, 0, 0), Quaternion.identity);
                editorLevel.transform.parent = placingParent;
                editorLevel.levelData        = l;
                editorLevel.UpdateTexts();
                uiEditorLevels.Add(editorLevel);
            }
        }