public void CreateNewGame(int playerCount) { GameSceneData data = GameSceneData.NewGameDefault(); persistantDataManager.CreateGameSceneData(data); currentGameSceneData = data; UnityEngine.SceneManagement.SceneManager.LoadScene("game", LoadSceneMode.Single); }
public void StartMultiplayerGame() { GameSceneData data = GameSceneData.NewGameDefault(); currentGameSceneData = data; Hashtable hashTable = PhotonNetwork.CurrentRoom.CustomProperties; hashTable[NetworkHelper.Constants.GAME_SCENE_DATA] = data; PhotonNetwork.LoadLevel("skimirish"); }
// Use this for initialization private void Awake() { Instance = this; try { gameSceneData = SceneManager.Instance.currentGameSceneData; if (gameSceneData == null) { gameSceneData = GameSceneData.NewGameDefault(); } } catch { gameSceneData = GameSceneData.NewGameDefault(); } Player[] players = new Player[gameSceneData.players.Count]; for (int i = 0; i < gameSceneData.players.Count; i++) { players[i] = gameSceneData.players[i].player; } PlayerDatabase.Instance.SetUpDatabase(players); /*foreach (PlayerPersistance playerPersistance in gameSceneData.players) * { * foreach (ShipControllerPersistance shipPersistence in playerPersistance.ships) * { * Spawner.Instance.SpawnShip(shipPersistence.shipType, playerPersistance.playerNumber, shipPersistence.mapObjectPersitance.localPosition, Quaternion.identity); * } * } * * CreateAsteroidFields(); * * SetUpPlayerManager();*/ SetUpPlayerManager(); SetUpAI(); LoadGameSceneData(); MonoBehaviourEvents.cleaner.StartThread(); }