private DevEditorData CreateDevEditorData() { devData = new DevEditorData(); devData.nodesToSave = new List <Node>(); devData.decorToSave = new List <Decor>(); return(devData); }
public void DevLoadLevel(string levelName, Biomes biome) { string folder = Application.dataPath + "/Resources/MainLevels"; string levelFile = levelName + ".json"; string levelFolder = GetLevelFolder(biome); string path = Path.Combine(folder, levelFolder, levelFile); if (File.Exists(path)) { string json = File.ReadAllText(path); devData = JsonUtility.FromJson <DevEditorData>(json); ExtractGameLevel(devData); } currentOpenLevelName = devData.levelName; currentKubicode = devData.Kubicode; currentBiome = devData.biome; currentLevelLockRotate = devData.lockRotate; currentMinimumMoves = devData.minimumMoves; devData.nodesToSave.Clear(); activeNodes.Clear(); }
// use this function to extract information from text file asset and into a LevelFile public static LevelFile ConvertToLevelInfo(TextAsset levelFile) { LevelFile levelInfo = new LevelFile(); DevEditorData levelData = JsonUtility.FromJson <DevEditorData>(levelFile.ToString()); levelInfo.levelFile = levelFile; levelInfo.levelName = levelData.levelName; levelInfo.levelBiome = levelData.biome; levelInfo.kubicode = levelData.Kubicode; levelInfo.minimumMoves = levelData.minimumMoves; levelInfo.lockRotate = levelData.lockRotate; return(levelInfo); }
public void ExtractGameLevel(DevEditorData recoveredData) { RebuildLevel(recoveredData.nodesToSave, recoveredData.biome, recoveredData.decorToSave); }