// Use this for initialization void Start() { if (gameChild != null) { child = gameChild.GetComponent <IPersistantObject>(); } }
private bool SearchForChild() { Optional <IIdentifiable> possibleChild = God.GetByID(childID); if (possibleChild.IsPresent()) { child = (IPersistantObject)(possibleChild.Get()); gameChild = child.GetMono().gameObject; gameChild.SetActive(false); return(true); } return(false); }
public void LoadLevel(string name, bool keepCarried) { /* Do stats stuff */ God.SetCurrentLevel(name); God.GetStats().initLevel(name); Dictionary <string, Dictionary <string, string> > toCarry = Unload(); //Debug.Log("Carrying " + toCarry.Count + " objects to next scene"); //foreach(string key in toCarry.Keys) //{ // Debug.Log("Carrying " + key); //} Dictionary <string, PersistanceType> typeLookup = new Dictionary <string, PersistanceType>(); foreach (PersistanceType t in System.Enum.GetValues(typeof(PersistanceType))) { typeLookup.Add(t.ToString(), t); } Level lvl = new Level(name).LoadFromPlaythrough(); Dictionary <string, Dictionary <string, string> > output = lvl.Contents; // Merge the dictionaries of the scene & file if (keepCarried) { // For each ID foreach (string key in toCarry.Keys) { if (output.ContainsKey(key)) { // If that ID is already in the file, go through each property foreach (string innerKey in toCarry[key].Keys) { // And replace the file-property with the scene property output[key][innerKey] = toCarry[key][innerKey]; } } else { // If that ID is not in the file, add it from the scene output.Add(key, toCarry[key]); } } } List <IPersistantObject> generatedObjects = new List <IPersistantObject>(); bool usingCompatibility = false; foreach (string id in output.Keys) { Dictionary <string, string> dict = output[id]; string t = dict["type"]; int num; GameObject template; if (int.TryParse(t, out num)) { // Allow numbers for backwards compatibility template = _Templates[(PersistanceType)num]; usingCompatibility = true; } else { template = _Templates[typeLookup[dict["type"]]]; } GameObject loaded = GameObject.Instantiate(template); IPersistantObject persistance = loaded.GetComponent <IPersistantObject>(); persistance.setID(id); if (dict.ContainsKey("transform")) { persistance.GetMono().transform.UpdateToSaved(dict["transform"]); } persistance.Load(dict); generatedObjects.Add(persistance); } List <IIdentifiable> identif = new List <IIdentifiable>(); generatedObjects.ForEach(obj => identif.Add(obj)); God.UpdateIDLookup(identif); generatedObjects.ForEach(obj => obj.PostLoad()); if (usingCompatibility) { Debug.Log("WARNING: Using compatibility mode to load level...things may not load as expected"); } lvl.SaveToPlaythrough(); if (name == GameConstants.OPENING_NARRATIVE_LEVEL) { God.ShowTexts(HintsList.OPENING_NARRATIVE); } else if (name == GameConstants.FIRST_MIRROR_LEVEL) { God.ShowText(HintsList.MIRROR_HINT); } else if (name == GameConstants.FIRST_GUARD_LEVEL) { if (!HintsList.GUARDS_SAID) { God.ShowTexts(HintsList.GUARDS); HintsList.GUARDS_SAID = true; } } else if (name == GameConstants.TWO_DOORS_LEVEL) { God.ShowText(HintsList.TWO_DOORS_HINT); } else if (name == GameConstants.FINAL_LEVEL) { StartCoroutine(FinalNarrative()); } else if (name == GameConstants.GAME_END) { God.ShowText(HintsList.GAME_END_YAY); } }