public void StartChapterIntro(int cNum, int lNum) { Debug.Log(TAG + "showing the chapter intro."); chapterNum = cNum; levelNum = lNum; textChapterNum.text = "Chapter " + (chapterNum + 1).ToString(); ChapterManager.ChapterRef chapter = chapterManager.GetChapters()[chapterNum]; textChapterName.text = chapter.GetName(); ToGamePlay(); textChapterIntro.SetActive(true); chapterIntro = true; timer = 3.5f; int chapterSound = chapter.GetStartSound(); soundManager.PlayUISound(chapterSound, 0.8f); }
public void SetUp(ChapterManager chapterManager) { Debug.Log(TAG + "setting up"); ChapterManager.ChapterRef[] chapters = chapterManager.GetChapters(); levelFolder = new LevelCon[chapters.Length]; for (int i = 0; i < chapters.Length; i++) { ChapterManager.ChapterRef chapter = chapters[i]; string folder = chapter.GetFolder(); levelFolder[i] = new LevelCon(LoadCurLevels(folder)); } if (!Directory.Exists(Application.persistentDataPath + "/CustomChapters")) { Debug.Log(TAG + "no folder found, creating now..."); Directory.CreateDirectory(Application.persistentDataPath + "/CustomChapters"); //there will be no levels so just return //return; } //posibly don't have to load custom chapters until needed //LoadAllCustomChapters(); }