private XmlDocument myLevelSave; // XML Doc for saving. #endif // Initialize (MonoSingleton) public override void Init() { paddle = paddleObject.GetComponent <PaddleBehaviour>(); GameObject _gameSetup; if (GameObject.FindGameObjectWithTag("GameSetup") == null) { _gameSetup = GameObject.Instantiate(gameSetupPrefab, Vector3.zero, Quaternion.identity) as GameObject; } else { _gameSetup = GameObject.FindGameObjectWithTag("GameSetup"); } gameSetup = _gameSetup.GetComponent <GameSetup>(); brickTheme = gameSetup.brickThemes[1]; // Just do grayscale as default and let it switch to color. // Delete prefs. //PlayerPrefs.DeleteAll(); }
void Start() { // Have we transitioned into this scene properly? If not, go back to menu. if (gameSetup == null || sSelectedCampaign < 0 || sSelectedLevel < 0) { Application.LoadLevel("MainMenu"); return; } // Grab all the bricks in the scene and keep them in a list. -- Shouldn't be any. foreach (GameObject b in GameObject.FindGameObjectsWithTag("Brick")) { bricksActive.Add(b); } // Load Level (Some quick checks to make sure a level has been selected) if (gameSetup != null) { // Get Selected Game Level... FreePlay or Campaign/KidMode if (gameMode == GameMode.FreePlay) { sSelectedGameLevel = gameSetup.freePlayLevels[sSelectedLevel]; } else { sSelectedGameLevel = gameSetup.gameCampaigns[sSelectedCampaign].campaignLevels[sSelectedLevel]; } if (sSelectedGameLevel != null && sSelectedGameLevel.levelData != null) { // Load our level Date. LoadLevel(sSelectedGameLevel.levelData); // Set Background. background.GetComponent <Renderer>().material = gameSetup.backgrounds[sSelectedGameLevel.background]; // Set Paddle Color paddle.paddleColor = sSelectedGameLevel.paddleColor; // Set the color theme of the bricks. brickTheme = gameSetup.brickThemes[sSelectedGameLevel.brickTheme]; // Create Ball. ballObject = GameObject.Instantiate(gameSetup.BallTypes[sSelectedGameLevel.ball], ballSpawn.position, Quaternion.identity) as GameObject; ball = ballObject.GetComponent <BallBehaviour>(); } } // Initiate Game Settings. // Kid mode gets a higher buff chance and easier difficulty. if (gameMode == GameMode.KidMode) { buffChance = 20; gameDifficulty = GameDifficulty.Easy; } textTitle.text = sSelectedGameLevel.levelName; textSubtitle.text = "Position paddle then tap the ball to start!"; textBuff.GetComponent <Renderer>().enabled = false; textBuffRenderer = textBuff.GetComponent <Renderer>(); textBuffColor = textBuffRenderer.material.color; // We dont start with a bomb, do disable the button. guiBombButton.usable = false; }