void Awake() { levelsCurrentSpawnRatios = new Dictionary <string, int>(); instance = this; GameObject newLevel = Instantiate(possibleLevels[0]); newLevel.transform.SetParent(levelsRoot); newLevel.GetComponent <InfiniteLevel>().CloseLevel(); currentLevel = 0; FillToDepth(); }
private void FillLevelsList() { InfiniteLevelsManager manager = GameObject.FindObjectOfType <InfiniteLevelsManager>(); if (manager == null) { Debug.LogWarning("No InfiniteLevelsManager found!"); return; } manager.possibleLevels.Clear(); foreach (string assetGUID in AssetDatabase.FindAssets("t:GameObject")) { GameObject go = AssetDatabase.LoadAssetAtPath <GameObject>(AssetDatabase.GUIDToAssetPath(assetGUID)); InfiniteLevel level = go.GetComponent <InfiniteLevel>(); if (level && level.baseLevel) { manager.possibleLevels.Add(go); } continue; } EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); }