Esempio n. 1
0
    /// <summary>
    /// loads in the level data if it exists
    /// </summary>
    private void LoadLevel()
    {
        GameSaver.levelDataObjects = FindObjectsOfType <MonoBehaviour>().OfType <ILevelData>();

        LevelSaveData levelData = null;

        if ((levelData = GameSaver.LoadLevelData(areaName)) != null)
        {
            //create a dictionary of all the loaded in level dat
            Dictionary <string, bool> stateLookup = new Dictionary <string, bool>();
            for (int i = 0; i < levelData.objectNames.Count; i++)
            {
                stateLookup.Add(levelData.objectNames[i], levelData.objectStates[i]);
            }

            //Debug.Log((FindObjectsOfType<MonoBehaviour>().OfType<ILevelData>()).Count<ILevelData>());

            //loop through all the level data objects
            foreach (ILevelData data in GameSaver.levelDataObjects)
            {
                //load objects based on state from the dictionary
                if (stateLookup.ContainsKey(data.Name))
                {
                    data.OnLevelLoad(stateLookup[data.Name]);
                }
            }

            BreakableTilemap breakable = FindObjectOfType <BreakableTilemap>();
            if (breakable)
            {
                List <Vector2Int> tempBroken = new List <Vector2Int>();
                foreach (int[] pos in levelData.broken)
                {
                    tempBroken.Add(new Vector2Int(pos[0], pos[1]));
                }
                breakable.Broken = tempBroken;
            }
        }
    }