public void SetLevel() { if (ReadNum == 6) { currentLevel = LevelNum.level_2; BGMplay(1); } if (ReadNum == 9) { currentLevel = LevelNum.level_3; BGMplay(2); } if (ReadNum == 12) { currentLevel = LevelNum.level_4; BGMplay(3); } if (ReadNum == 15) { currentLevel = LevelNum.level_5; BGMplay(4); } if (ReadNum == 21) { CompletePlane.SetActive(true); } }
private void Start() { currentLevel = LevelNum.level_1; ReadNum = 0; BGMSource = GetComponent <AudioSource>(); BGMplay(0); }
public GameObject GetLevel(LevelNum levelNum) { foreach (LevelContainer level in levels) { if (level.levelNum == levelNum) { return(level.levelPrefab); } } return(null); }
private IEnumerator LevelTransition(LevelNum levelNum) { DimensionManager dimension = DimensionManager.Instance(); dimension.locked = true; List <GameObject> objects = GetLevelObjects(); foreach (GameObject obj in objects) { if (obj.tag == "DestroyOnLoad") { Destroy(obj); } } //PlayerPrefs.SetInt(levelNum.ToString(), 1); ToggleForcefield(false); float movementSpeed = player.movementSpeed; player.movementSpeed = 0f; AudioManager.Instance().Play("Elevator"); Camera.main.GetComponent <Animator>().SetTrigger("Shake"); foreach (LevelContainer level in levels) { level.button.SetOn(false); } particleParent.SetActive(true); directionalLight.GetComponent <Animator>().SetTrigger("LightDown"); DimensionManager.Instance().ChangeDimension(Constants.Color.None, true); yield return(new WaitForSeconds(levelTransitionDelay)); player.movementSpeed = movementSpeed; ClearLevels(); ToggleForcefield(true); dimension.ChangeDimension(Constants.Color.White, true); AudioManager.Instance().Play("Ding"); Instantiate(GetLevel(levelNum), levelParent); //At some point, we need to only enable the buttons for levels that are unlocked here UpdateLevelButtonLights(); particleParent.SetActive(false); dimension.locked = false; tutorial.SetTutorial(currentLevelNum); isLevelComplete = false; yield break; }
// Update is called once per frame void Update() { KnightHP.text = SC_LevelManager.IN_KnightHP.ToString(); RogueHP.text = SC_LevelManager.IN_RogueHP.ToString(); WizardHP.text = SC_LevelManager.IN_WizardHP.ToString(); if (UI_InterimCanvas.activeInHierarchy) { switch (SC_LevelManager.IN_AmuletHolder) { case 0: UI_CurrentHolder.text = "Current Holder: Knight"; break; case 1: UI_CurrentHolder.text = "Current Holder: Rogue"; break; case 2: UI_CurrentHolder.text = "Current Holder: Wizard"; break; case 3: UI_CurrentHolder.text = "Current Holder: None"; break; } } foreach (GameObject LevelNum in GameObject.FindGameObjectsWithTag("LevelNumText")) { LevelNum.GetComponent <Text>().text = "Level " + IN_Level.ToString(); } if (SC_LevelManager.BL_DDEnabled == false) { UI_DifficultyText.text = ""; } }
public void StartLevel(LevelNum levelNum) { currentLevelNum = levelNum; StartCoroutine(LevelTransition(levelNum)); }