public void CustomMap() { LevelSave.SetCurrentLevel("Level1"); SceneManager.LoadScene("Gameplay Scene"); LevelSave.loadLevel(); }
public void ContinueGame() { SceneManager.LoadScene("Gameplay Scene"); LevelSave.loadLevel(); }
public void DefaultMap() { LevelSave.SetCurrentLevel("BOB"); SceneManager.LoadScene("Gameplay Scene"); LevelSave.loadLevel(); }
// Start is called before the first frame update void Awake() { LevelData levelData = LevelSave.loadLevel(); if (levelData != null) { foreach (SaveShapeData shape in levelData.m_saveShapeDatas) { switch (shape.name) { case "Bush_01(Clone)": GameObject Bush_01 = Instantiate <GameObject>(m_shapes[(int)Objects.Bush_01]); Bush_01.transform.position = shape.objectPosition; break; case "Bush_02(Clone)": GameObject Bush_02 = Instantiate <GameObject>(m_shapes[(int)Objects.Bush_02]); Bush_02.transform.position = shape.objectPosition; break; case "Grass_01(Clone)": GameObject Grass_01 = Instantiate <GameObject>(m_shapes[(int)Objects.Grass_01]); Grass_01.transform.position = shape.objectPosition; break; case "Grass_02(Clone)": GameObject Grass_02 = Instantiate <GameObject>(m_shapes[(int)Objects.Grass_02]); Grass_02.transform.position = shape.objectPosition; break; case "Ground_01(Clone)": GameObject Ground_01 = Instantiate <GameObject>(m_shapes[(int)Objects.Ground_01]); Ground_01.transform.position = shape.objectPosition; break; case "Ground_02(Clone)": GameObject Ground_02 = Instantiate <GameObject>(m_shapes[(int)Objects.Ground_02]); Ground_02.transform.position = shape.objectPosition; break; case "Ground_03(Clone)": GameObject Ground_03 = Instantiate <GameObject>(m_shapes[(int)Objects.Ground_03]); Ground_03.transform.position = shape.objectPosition; break; case "Mushroom1(Clone)": GameObject Mushroom1 = Instantiate <GameObject>(m_shapes[(int)Objects.Mushroom1]); Mushroom1.transform.position = shape.objectPosition; break; case "Mushroom2(Clone)": GameObject Mushroom2 = Instantiate <GameObject>(m_shapes[(int)Objects.Mushroom2]); Mushroom2.transform.position = shape.objectPosition; break; case "Rock_01(Clone)": GameObject Rock_01 = Instantiate <GameObject>(m_shapes[(int)Objects.Rock_01]); Rock_01.transform.position = shape.objectPosition; break; case "Rock_03(Clone)": GameObject Rock_03 = Instantiate <GameObject>(m_shapes[(int)Objects.Rock_03]); Rock_03.transform.position = shape.objectPosition; break; case "Rock_04(Clone)": GameObject Rock_04 = Instantiate <GameObject>(m_shapes[(int)Objects.Rock_04]); Rock_04.transform.position = shape.objectPosition; break; case "Stump_01(Clone)": GameObject Stump_01 = Instantiate <GameObject>(m_shapes[(int)Objects.Stump_01]); Stump_01.transform.position = shape.objectPosition; break; case "Tree_01(Clone)": GameObject Tree_01 = Instantiate <GameObject>(m_shapes[(int)Objects.Tree_01]); Tree_01.transform.position = shape.objectPosition; break; case "Tree_02(Clone)": GameObject Tree_02 = Instantiate <GameObject>(m_shapes[(int)Objects.Tree_02]); Tree_02.transform.position = shape.objectPosition; break; case "Tree_03(Clone)": GameObject Tree_03 = Instantiate <GameObject>(m_shapes[(int)Objects.Tree_03]); Tree_03.transform.position = shape.objectPosition; break; case "Wood(Clone)": GameObject Wood = Instantiate <GameObject>(m_shapes[(int)Objects.Wood]); Wood.transform.position = shape.objectPosition; break; case "EnemySpawner(Clone)": GameObject Spawner = Instantiate <GameObject>(m_shapes[(int)Objects.Spawner]); Spawner.transform.position = shape.objectPosition; break; default: break; } } foreach (collectables inventoryData in levelData.m_saveInventoryData.itemTypes) { switch (inventoryData) { case collectables.WOOD: m_playerBackPack.GetComponent <InventoryScript>().inventory.Add(collectables.WOOD); break; case collectables.STONE: m_playerBackPack.GetComponent <InventoryScript>().inventory.Add(collectables.STONE); break; case collectables.MUSHROOM1: m_playerBackPack.GetComponent <InventoryScript>().inventory.Add(collectables.MUSHROOM1); break; case collectables.MUSHROOM2: m_playerBackPack.GetComponent <InventoryScript>().inventory.Add(collectables.MUSHROOM2); break; default: break; } } m_playerBackPack.GetComponent <InventoryScript>().SetupSavedInventory(levelData); } }