// Use this for initialization void Start() { if (GameStateClass.Instance == null) { GameObject g = Instantiate(m_persistantObjectPrefab, transform.parent); GameStateClass gameStateClass = g.GetComponent <GameStateClass> (); gameStateClass.Initialise(); } int highestUnlockedLevel = 0; for (int i = 0; i < GameStateClass.NUMBER_OF_LEVELS; i++) { GameObject levelButton = Instantiate(m_levelButtonPrefab); LevelButton lb = levelButton.GetComponent <LevelButton>(); lb.SetText("Level " + (i + 1)); lb.SetLevelNumber(i); Debug.Log("m_unlockedLevels " + i + " = " + GameStateClass.Instance.m_unlockedLevels[i]); if (GameStateClass.Instance.m_unlockedLevels[i]) { lb.SetImage(m_levelIcons[i]); highestUnlockedLevel = i; } else { lb.SetImage(m_levelLockedPadlock); } levelButton.transform.SetParent(m_levelButtonsPanel); levelButton.transform.localScale = new Vector3(1f, 1f, 1f); } m_levelCarousel.MoveToLevel(highestUnlockedLevel, GameStateClass.Instance.GetLastPlayedLevelNumber()); }
void Start() { m_gameStateClass = GameStateClass.Instance; m_cubeState = m_cube.GetComponent <CubeState>(); m_initialCubePosition = m_cubeMover.gameObject.transform.localPosition; ResetCubeOrientation(); GenerateMaterialsFromTextures(); SetUpFacesOfCube(); NewGame(); }
public void Initialise() { //AGTEMP - no music //AudioSource audio = GetComponent<AudioSource>(); //audio.volume = 0f; m_unlockedLevels = new bool[NUMBER_OF_LEVELS]; m_unlockedLevels[0] = true; m_shownTutorials = new bool[(int)TutorialManager.MessageID.LAST]; m_instance = this; LoadProgressFromFile(); }