public void ShowDetailPanel() { UnityEngine.Object objTrackPanel = Resources.Load("Prefabs/pnlTrackDetail"); GameObject goTrackPanel = (GameObject)GameObject.Instantiate(objTrackPanel, Vector3.zero, Quaternion.identity, GameObject.Find("MenuCanvas").transform); goTrackPanel.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; SaveLoadModel.LoadGameData(_game.GameId); goTrackPanel.GetComponent <TrackDetail>().Init(_game); }
public void ChooseCar() { PlayerManager.Type = "CarPlayer"; SaveLoadModel.LoadGameData(SelectedItem.Id); if (GameData.current.RdS.Sectns == null) { Main.Instance.PopupMsg("This track has no road"); return; } Main.Instance.StartLoadingMenuScene("VehicleSelector"); }
public void ReplayRecordingNotUsed(string Filename) { Recrdng.Current = new Recrdng(Filename); Main.Instance.OpponentCount = Recrdng.Current.Data[0].Count - 1; if (SceneManager.GetActiveScene().buildIndex < 5) { PlayerManager.Type = "Replayer"; SaveLoadModel.LoadGameData(_game.GameId); SceneManager.LoadScene("Canyon"); //rest of the procedure happens in Main.SceneChange - if (PlayerManager.Type == "Replayer") } }
public void BuildTrack() { if (SelectedItem == null) { return; } if (SelectedItem.Id == -1) { Main.Instance.StartLoadingMenuScene("SceneSelector"); } else { //N.B. the SaveLoadModel decides whether to load the game or keep the current one if (Game.current != null) { if (SelectedItem.Id != Game.current.GameId) { //TerrainController.Instance.RestoreBackup(); } } PlayerManager.Type = "BuilderPlayer"; SaveLoadModel.LoadGameData(SelectedItem.Id); Main.Instance.StartLoadingGameScene(GameData.current.Scene); // Once the scene is loaded it activates and moves the EventSystem across } }
void SceneChange(Scene OldScene, Scene NewScene) { if (OldScene.name == null) { return; } Debug.Log("Main SceneChange from " + OldScene.name + " to " + NewScene.name); if (NewScene.name == "SceneSelector") { return; } if (NewScene.name == "RaceSelector") { _musicPlayer.Fade(); } int Level = NewScene.buildIndex; if (Level < 6) { return; } if (OnLevelLoaded != null) { OnLevelLoaded(Level); } if (PlayerManager.Type == "CarPlayer") { if (GameLoadedFromFileNeedsDecoding) { SaveLoadModel.DecodeGameScene(); GameLoadedFromFileNeedsDecoding = false; } PopupTip(); StartCoroutine(CreateTrackAndRacers()); } if (PlayerManager.Type == "Replayer") { if (GameLoadedFromFileNeedsDecoding) { SaveLoadModel.DecodeGameScene(); GameLoadedFromFileNeedsDecoding = false; } PopupTip(); StartCoroutine(CreateTrackAndRacers()); } if (PlayerManager.Type == "BuilderPlayer") { if (SelectedGameID == -1) { Game.current = new Game(); GameData.current = new GameData(); GameData.current.Scene = NewScene.name; SaveLoadModel.Save(); SaveLoadModel.LoadTerrainBackup(NewScene.name); TerrainController.Instance.Init(); //Clear all the bez points and add the 2 empty ones. //We need these, because cos although the Constructor calls Init(), its a singleton class so the constructor only gets called at the beginning BezierLine.Instance.Init(); //Clear all the road sections and add the empty Road Section //We need these, because cos although the Constructor calls Init(), its a singleton class so the constructor only gets called at the beginning Road.Instance.Init(); //Clear all the PlaceableObjects Scenery.Instance.RemoveObjects(); } else { SaveLoadModel.LoadGameData(SelectedGameID); if (GameLoadedFromFileNeedsDecoding) { SaveLoadModel.DecodeGameScene(); GameLoadedFromFileNeedsDecoding = false; } } PopupTip(); StartCoroutine(BPMPlayOfflineCoroutine()); } }