Example #1
0
        private void WalkToLevelInternal(int number)
        {
            MapLevel mapLevel = GetLevel(number);

            if (mapLevel.IsLocked)
            {
                Debug.Log(string.Format("Can't go to locked level number {0}.", number));
            }
            else
            {
                WaypointsMover.Move(CharacterLevel.PathPivot, mapLevel.PathPivot,
                                    () =>
                {
                    RaiseLevelReached(number);
                    CharacterLevel = mapLevel;
                });
            }
        }
Example #2
0
        private void TeleportToLevelInternal(int number, bool isQuietly)
        {
            MapLevel mapLevel = GetLevel(number);

            if (mapLevel.IsLocked)
            {
                Debug.Log(string.Format("Can't jump to locked level number {0}.", number));
            }
            else
            {
                WaypointsMover.transform.position = mapLevel.PathPivot.transform.position;   //need to fix in the map plugin
                CharacterLevel = mapLevel;
                if (!isQuietly)
                {
                    RaiseLevelReached(number);
                }
            }
        }
 public void OnEnable()
 {
     _mapLevel = target as MapLevel;
     DeletePendingGameObject();
 }
Example #4
0
 private void WalkToLevelInternal(int number)
 {
     MapLevel mapLevel = GetLevel(number);
     if (mapLevel.IsLocked)
     {
         Debug.Log(string.Format("Can't go to locked level number {0}.", number));
     }
     else
     {
         WaypointsMover.Move(CharacterLevel.PathPivot, mapLevel.PathPivot,
             () =>
             {
                 RaiseLevelReached(number);
                 CharacterLevel = mapLevel;
             });
     }
 }
Example #5
0
 private void TeleportToLevelInternal(int number, bool isQuietly)
 {
     MapLevel mapLevel = GetLevel(number);
     if (mapLevel.IsLocked)
     {
         Debug.Log(string.Format("Can't jump to locked level number {0}.", number));
     }
     else
     {
         WaypointsMover.transform.position = mapLevel.transform.position;
         CharacterLevel = mapLevel;
         if (!isQuietly)
             RaiseLevelReached(number);
     }
 }
 protected MapLevel CreateMapLevel(Vector3 position, int number, MapLevel mapLevelPrefab)
 {
     MapLevel mapLevel = PrefabUtility.InstantiatePrefab(mapLevelPrefab) as MapLevel;
     mapLevel.transform.position = position;
     return mapLevel;
 }