void RefreshLevelList() { //Rafraichir la list avec les nouveau Levels string[] foundGUIDAssets; foundGUIDAssets = AssetDatabase.FindAssets("t:LevelData"); levelListData.leveldatas = new LevelData[foundGUIDAssets.Length]; foreach (string zzz in foundGUIDAssets) { Debug.Log("LevelData" + AssetDatabase.GUIDToAssetPath(zzz)); } for (int i = 0; i < foundGUIDAssets.Length; i++) { LevelData zzz = (LevelData)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(foundGUIDAssets[i]), typeof(LevelData)); levelListData.leveldatas[i] = zzz; Debug.Log("Saved" + levelListData.leveldatas[i]); } LevelListData dataLevelList = (LevelListData)AssetDatabase.LoadAssetAtPath(UsefulPath.listLevelData, typeof(LevelListData)); dataLevelList.leveldatas = levelListData.leveldatas; EditorUtility.SetDirty(dataLevelList); }
public override void Start() { base.Start(); //WorldData worldData = WorldList.Worlds[WorldToLoad.Value]; WorldData worldData = DataMgr.Instance.CurrentWorldData; Levels = worldData.LevelList; _selectedLevel = Levels.Levels[LoadLevel.Value]; WorldName.text = worldData.WorldName.ToUpper(); LevelName.text = string.Format("Level {0}", LoadLevel.Value + 1); if (_selectedLevel != null) { if (_selectedLevel.Photo == null) { if (!string.IsNullOrEmpty(_selectedLevel.PhotoUrl)) { // Format photo string URL here. } else { Debug.LogErrorFormat("Cannot load photo at URL: {0}!", _selectedLevel.Photo); } } LevelImage.sprite = Sprite.Create(_selectedLevel.Photo, new Rect(0, 0, _selectedLevel.Photo.width, _selectedLevel.Photo.height), Vector2.zero); LevelDescription.text = _selectedLevel.Description; } }
void Awake() { //Charger la list de LevelDatas LevelListData dataLevelList = (LevelListData)AssetDatabase.LoadAssetAtPath(UsefulPath.listLevelData, typeof(LevelListData)); levelList = dataLevelList.leveldatas; //Charger la list de GameModeDatas GameModeListData dataGameModeList = (GameModeListData)AssetDatabase.LoadAssetAtPath(UsefulPath.listGameModeData, typeof(GameModeListData)); gameModeList = dataGameModeList.gameModeDatas; }
public IEnumerator ChangeLevel(int index) { Debug.Log(string.Format("Loading level {0}", index)); WorldData CurrentWorld = null; if (CNV_TOOL) { CurrentWorld = CNVWorldList.Worlds[WorldToLoad.Value]; } else { if (ConnectionMgr.OFFLINE_DEBUG) { CurrentWorld = WorldList.Worlds[WorldToLoad.Value]; } else { CurrentWorld = DataMgr.Instance.CurrentWorldData; } } Levels = CurrentWorld.LevelList; // Set current level based on selection. CurrentLevel = Levels.Levels[index]; // Download texture for the game. if (!CNV_TOOL) { if (CurrentLevel.Photo == null) { if (!string.IsNullOrEmpty(CurrentLevel.PhotoUrl)) { // Format photo string URL here. } else { Debug.LogErrorFormat("Cannot load photo at URL: {0}!", CurrentLevel.Photo); } } } ToolMgr.Instance.TurnOffAll(); ImageMgr.Instance.FlagAsDirty(); yield return(null); ToolMgr.Instance.TurnOn(CurrentLevel.Tool); }
//LEVEL LIST DATA void InitLevelListData() { LevelListData tempLevelList = (LevelListData)AssetDatabase.LoadAssetAtPath(UsefulPath.listLevelData, typeof(LevelListData)); if (tempLevelList == null) { listAlreadyExists = false; levelListData = (LevelListData)ScriptableObject.CreateInstance(typeof(LevelListData)); } else { listAlreadyExists = true; levelListData = tempLevelList; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Load level list Task.Run(async() => { var sf = await Package.Current.InstalledLocation.TryGetItemAsync(@"Content\Levels\LevelList.xml") as StorageFile; // Parse xml, if it's malformed we can't do anything with the game anyway so we just crash using (var stream = await sf.OpenStreamForReadAsync()) { XmlSerializer xml = new XmlSerializer(typeof(LevelListData)); levelList = xml.Deserialize(stream) as LevelListData; } }).Wait(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load game over screen var gameOver = new GameOver(); RegisterGlobalEntity(gameOver); // Create some global Entities player = new Player(); RegisterGlobalEntity(player); var ui = new GameUI(); RegisterGlobalEntity(ui); var pf = new Pathfinding(); RegisterGlobalEntity(pf); // Load first level in the list LoadLevel(levelList.Start()); }