public static LevelDataList CreateLevelDataList() { LevelDataList asset = ScriptableObject.CreateInstance <LevelDataList>(); AssetDatabase.CreateAsset(asset, "Assets/LevelDataList.asset"); AssetDatabase.SaveAssets(); return(asset); }
public void PassLevel(int level) { levelDataList = ReadFromBinaryFile <LevelDataList>(path); levelDataList.levels[level - 1] = true; WriteToBinaryFile(path, levelDataList); }
public void setStateFuctions(List <StateFunction> stateFunctions, int level) { levelDataList = ReadFromBinaryFile <LevelDataList>(path); levelDataList.levelDataList[level - 1].stateFunctions = stateFunctions; WriteToBinaryFile(path, levelDataList); }
void OnEnable() { if (EditorPrefs.HasKey("ObjectPath")) { string objectPath = EditorPrefs.GetString("ObjectPath"); _levelDataList = AssetDatabase.LoadAssetAtPath(objectPath, typeof(LevelDataList)) as LevelDataList; } }
void CreateNewLevelList() { viewIndex = 1; _levelDataList = CreateLevelList.CreateLevelDataList(); if (_levelDataList) { _levelDataList.levelList = new List <Level>(); string relPath = AssetDatabase.GetAssetPath(_levelDataList); EditorPrefs.SetString("ObjectPath", relPath); } }
private void Awake() { path = Application.dataPath + "/Save Data"; levelDataList = new LevelDataList(); if (!File.Exists(path)) { WriteToBinaryFile(path, levelDataList); // for new builds } levelDataList = ReadFromBinaryFile <LevelDataList>(path); }
public static LevelID[] GetAllLevelIDs() { List <LevelID> ids = new List <LevelID>(); LevelDataList[] lists = Instance.levelDatas.Data; for (int type = 0; type < lists.Length; type++) { LevelDataList list = lists[type]; for (int index = 0; index < list.list.Length; index++) { ids.Add(new LevelID((LevelType)type, index)); } } return(ids.ToArray()); }
void OpenLevelList() { string absPath = EditorUtility.OpenFilePanel("Select level item list", "", ""); if (absPath.StartsWith(Application.dataPath)) { string relPath = absPath.Substring(Application.dataPath.Length - "Assets".Length); _levelDataList = AssetDatabase.LoadAssetAtPath(relPath, typeof(LevelDataList)) as LevelDataList; if (_levelDataList.levelList == null) { _levelDataList.levelList = new List <Level>(); } if (_levelDataList) { EditorPrefs.SetString("ObjectPath", relPath); } } }
public List <StateFunction> getStateFunctions(int level) { levelDataList = ReadFromBinaryFile <LevelDataList>(path); return(levelDataList.levelDataList[level - 1].stateFunctions); }
public List <bool> GetLevels() { levelDataList = ReadFromBinaryFile <LevelDataList>(path); return(levelDataList.levels); }