protected override List <string> GetAllIssues()
    {
        var issues = new List <string>();
        var levels = new HashSet <string>();

#if UNITY_EDITOR
        var gameLevels = UnityResourceUtils.FindAssetsByType <GameLevels>();
        gameLevels.SelectMany(zone => zone.Value).ForEach(level =>
        {
            var n = $"{level.name}";
            levels.Add(level.GetInstanceID().ToString());
            map.InitLevel(level.name);
            current.SelectLevel(level, -1, -1);
            current.Init();
            if (map.Min.x < 0 || map.Min.y < 0)
            {
                issues.Add($"{n} has pieces below (0, 0)");
            }
            else if (map.Min.x > 0 || map.Min.y > 0)
            {
                issues.Add($"{n} doesn't start at (0, 0)");
            }
        });
        map.InitLevel("Uninitialized");
        current.Clear();
        Debug.Log($"Tested {levels.Count} Levels in {gameLevels.Count} Zones for Positioning");
        issues.ForEach(Debug.LogError);
#endif
        return(issues);
    }
Exemple #2
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    public IEnumerator AnalyzeAll()
    {
#if UNITY_EDITOR
        var complexities = new List <string>();
        var gameLevels   = UnityResourceUtils.FindAssetsByType <GameLevels>();
        foreach (var zone in gameLevels)
        {
            foreach (var level in zone.Value)
            {
                if (level.IsTutorial)
                {
                    continue;
                }

                map.InitLevel(level.name);
                current.SelectLevel(level, -1, -1);
                current.Init();
                var levelMap = map.GetLevelMap();
                var stats    = levelMap.BasicComplexityStats();
                complexities.Add(stats.ToString());
                Debug.Log($"Stats: {stats}");
                yield return(new WaitForEndOfFrame());
            }
        }

        Debug.Log($"Analyzed {complexities.Count} Levels in {gameLevels.Count} Zones for Complexity");
#endif
        yield break;
    }
Exemple #3
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 public void InitLevel()
 {
     currentZone.Init(currentLevel.ZoneNumber);
     currentLevelStars.Reset();
     currentMoveCounter.Reset();
     currentLevelMap.InitLevel(CurrentLevel.ActiveLevel.name);
     currentPiece.Deselect();
     currentLevel.Init();
     hasResetLevel.Value = false;
     Message.Publish(new LevelReset());
 }
Exemple #4
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 private void Awake()
 {
     currentLevelMap.InitLevel("Uninitialized");
 }