Exemple #1
0
 public void CustomMap()
 {
     LevelSave.SetCurrentLevel("Level1");
     SceneManager.LoadScene("Gameplay Scene");
     LevelSave.loadLevel();
 }
Exemple #2
0
 public void ContinueGame()
 {
     SceneManager.LoadScene("Gameplay Scene");
     LevelSave.loadLevel();
 }
Exemple #3
0
 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);
        }
    }