private void Start() { _editorUI = transform.parent.transform.parent.GetComponent <LevelEditorUI>(); levelEditor = _editorUI.GetLevelEditor; _scrollRect = gameObject.GetComponent <ScrollRect>(); _scrollRect.horizontal = false; content = GameObject.Find("Content"); }
public void StopTest() { LevelEditorUI levelEditorUI = GameObject.FindObjectOfType <LevelEditorUI>(); CurrentLevel.StopSpawner(); CurrentLevel.DestroyPaddle(); CurrentLevel.testMode = false; levelEditorUI.commandPalette.SetActive(true); levelEditorUI.ShowCommandPalette(); CurrentLevel.StopPlaceableAnimations(); }
public void TestLevel() { /// We need to... /// Clear the current UI /// switch to a widget with a stop test button GameObject commandPalette = GameObject.Find("Command Palette"); LevelEditorUI levelEditorUI = GameObject.FindObjectOfType <LevelEditorUI>(); if (CurrentLevel.levelData.LevelReady()) { CurrentLevel.LoadPaddle(); CurrentLevel.LoadSpawner(); CurrentLevel.StartSpawner(); CurrentLevel.levelData.GatherKeys(); commandPalette.SetActive(false); levelEditorUI.HideAllCommands(); CurrentLevel.StartPlaceableAnimations(); } else { Debug.Log("No spawner in level"); } }
public void loadSettings() { le = (GameObject.Find ("Main Camera")).GetComponent("LevelEditorUI") as LevelEditorUI; }
// Use this for initialization void Start() { levelEditorUI = GameObject.FindObjectOfType <LevelEditorUI>(); }
public void PublishLevel() { if (GameManager.Instance.currentLevel == "Template.sld") { Debug.LogError("Cannot publish tutorial level."); return; } if (levelEditorUI == null) { // Hacky way to access hidden LevelEditorUI object from scene, without returning prefab LevelEditorUI[] levelEditorUIs = Resources.FindObjectsOfTypeAll <LevelEditorUI>(); foreach (LevelEditorUI l in levelEditorUIs) { bool isActive = l.gameObject.activeSelf; l.gameObject.SetActive(true); if (l.gameObject.activeInHierarchy) { levelEditorUI = l; } l.gameObject.SetActive(isActive); } } if (levelEditorUI == null) { Debug.LogError("No LevelEditorUI in scene. Level not published"); return; } // Make sure we're logged in before saving if (!AccountManager.Instance.LoggedIn) { Debug.Log("You need to be logged in to publish levels."); AccountManager.Instance.ShowLoginDialog(); return; } LevelManager.Instance.SerializeLevel(); LevelManager.Instance.SaveLevelToDb( levelEditorUI.levelName.text, AccountManager.Instance.Uid, LevelManager.Instance.serializedData, levelInfo => { if (levelInfo != null) { if (string.IsNullOrEmpty(levelInfo.errorMessage)) { Debug.Log("Successfully saved level"); // Remove the local level FileManager.DeleteLevel(GameManager.Instance.currentLevel); // Get rid of finish screen Destroy(this.gameObject); } else { Debug.LogError("Failed to save level"); } } else { Debug.LogError("Failed to save level"); } }); }
public LevelEditorNewLevelModal(LevelEditorUI _ui) { uiWindow = _ui; window = GetWindow(typeof(LevelEditorNewLevelModal)); }