public void configure(LevelDesc desc) { _desc = desc; CustomerSpawn cs = (CustomerSpawn)_desc.customersQueue[0]; _spawnDelay = cs.delay; _lastSpawnTime = Time.time; }
public void parse(TextAsset sources) { XmlDocument doc = new XmlDocument(); doc.LoadXml(sources.text); XmlNode rootNode = doc.FirstChild; XmlNode levels = doc.SelectSingleNode("Levels"); XmlNodeList levelsList = levels.ChildNodes; foreach (XmlNode node in levelsList) { LevelDesc desc = new LevelDesc(); string name = node.Name; XmlNodeList linesList = node.SelectNodes("Lines/SpawnLine"); foreach (XmlNode line in linesList) { foreach (XmlNode customer in line.ChildNodes) { CustomerSpawn cs = new CustomerSpawn(); cs.delay = float.Parse(customer.Attributes["Delay"].Value); cs.type = customer.Name; int ordersCount = customer.SelectNodes("Order").Count; cs.orders = new string[ordersCount]; int i = 0; foreach (XmlNode order in customer.SelectNodes("Order")) { cs.orders[i++] = order.Attributes["Name"].Value; } desc.customersQueue.Add(cs); } } _levelsDict.Add(name, desc); } }
public void parse(TextAsset sources) { XmlDocument doc = new XmlDocument(); doc.LoadXml(sources.text); XmlNode rootNode = doc.FirstChild; XmlNode levels = doc.SelectSingleNode("Levels"); XmlNodeList levelsList = levels.ChildNodes; foreach (XmlNode node in levelsList) { LevelDesc desc = new LevelDesc(); string name = node.Name; XmlNodeList linesList = node.SelectNodes("Lines/SpawnLine"); foreach(XmlNode line in linesList) { foreach(XmlNode customer in line.ChildNodes) { CustomerSpawn cs = new CustomerSpawn(); cs.delay = float.Parse(customer.Attributes["Delay"].Value); cs.type = customer.Name; int ordersCount = customer.SelectNodes("Order").Count; cs.orders = new string[ordersCount]; int i = 0; foreach(XmlNode order in customer.SelectNodes("Order")) { cs.orders[i++] = order.Attributes["Name"].Value; } desc.customersQueue.Add(cs); } } _levelsDict.Add(name, desc); } }
public Level buildLevel(string worldName, string levelName, GameMode mode) { Logger.message(LogLevel.LOG_INFO, "Building level - " + worldName); string levelPath = "Levels/" + worldName + "/Level"; GameObject rootObject = (GameObject)Instantiate(Resources.Load(levelPath), Vector3.zero, Quaternion.identity); rootObject.name = "Level"; LevelDesc desc = LevelsCollection.instance.getDesc(levelName); Level level = rootObject.GetComponent <Level>(); level.configure(desc); if (mode == GameMode.COMPANY) { //level.pushTask(new LevelTask()); } return(level); }