// PlayerPrefs: LoseGame: 0 = in progress, 1 = win game, 2 = stuck, 3 = eaten, 4 = burned private void loadData() { var gamedata = JSON.Parse(GameController.instance.levelDataJson); var leveldata = gamedata["Level" + level]; infectionPlusInc = leveldata["infectionPlusInc"].AsFloat; blksLeft = showBlocksLeft(leveldata["blocksAllowed"].AsInt); evacInc = leveldata["evacInc"].AsInt; incTiming = leveldata["incTiming"].AsFloat; var survivalPercentLevelsJSON = leveldata["survivalPercentLevels"]; for (int k = 0; k < 3; k++) { survivalPercentLevels[k] = survivalPercentLevelsJSON[k].AsInt; } var towns = leveldata["towns"]; for (int k = 0; k < towns.Count; k++) { var townData = towns[k]; createTown(townData["coordX"].AsInt, townData["coordY"].AsInt, townData["townPop"].AsInt, townData["infectTime"].AsInt); } var roads = leveldata["roads"]; for (int k = 0; k < roads.Count; k++) { var roadData = roads[k]; createRoad(roadData["coordX1"].AsInt, roadData["coordY1"].AsInt, roadData["coordX2"].AsInt, roadData["coordY2"].AsInt); } }
BlocksLeft showBlocksLeft(int blocks) { string prefabName = "Prefabs/BlocksLeft"; Object blocksleft = Resources.Load <GameObject>(prefabName); Vector3 pos = new Vector3(6.4f, 5.4f, 100); GameObject blocksleft_go = (GameObject)Object.Instantiate(blocksleft, pos, Quaternion.identity); //blocksleft_go.transform.parent = canvas_go.transform; blocksleft_go.transform.SetParent(canvas_go.transform); //set XY BlocksLeft blc = blocksleft_go.GetComponent <BlocksLeft>(); blc.setBlocksLeft(blocks); return(blc); }