// Use this for initialization void Start() { _currentLevel = new Level1(); _currentModules.Add("Crank", Instantiate(_modules[(int)Modules.CRANK])); _currentModules["Crank"].transform.SetParent(transform); _currentModules.Add("Led", Instantiate(_modules[(int)Modules.LED])); _currentModules["Led"].transform.SetParent(transform); }
void ChooseLevel(int lv) { level = lv; switch (level) { case 1: levelInfo = (Level1) new Level1(); SetUpLevel(); break; } }
private void Init() { BoardData = BoardData.Instance; CurrentLevel = Levels[LevelIndex]; LevelName.text = "Level Name: " + CurrentLevel.gameObject.name; SetData(); CreateTiles(); CreatePieces(); BoardManager.Instance.StartGame(); }
void UpdateLevel1() { if (_currentLevel.completion) { Debug.Log("Level 1 réussi !"); _currentLevel = null; _currentLevel = new Level2(); _currentModules.Add("Button", Instantiate(_modules[(int)Modules.BUTTON])); _currentModules["Button"].transform.SetParent(transform); _currentModules.Add("Boss", Instantiate(_modules[(int)Modules.PARLOTTE])); _currentModules["Boss"].transform.SetParent(transform); } }
void UpdateLevel2() { if (_currentLevel.completion) { _currentLevel = null; _currentLevel = new Level3(); _currentModules.Add("Geiger", Instantiate(_modules[(int)Modules.GEIGER])); _currentModules["Geiger"].transform.SetParent(transform); _currentModules.Add("Ventilo", Instantiate(_modules[(int)Modules.VENTILO])); _currentModules["Ventilo"].transform.SetParent(transform); _currentModules.Add("Bucket", Instantiate(_modules[(int)Modules.BUCKET])); _currentModules["Bucket"].transform.SetParent(transform); } }
public AccessLevelAttribute(ALevel lvl) { AccessLevel = lvl; }