Esempio n. 1
0
 //after a level has been completed, it calls the different functions that each
 //component needs to reset itself. then it calls the other functions that belong
 //to the game manager to reset themselves.
 private void ResetLevel()
 {
     thisKey.ResetKey();
     thisLevel.ResetLevel();
     thisLevel.CreateLevel();
     thisTimer.ResetTimer();
     ResetIndexValues();
     ResetLocations();
     levelCount++;
     DisplayLevel();
 }
 public override void OnInspectorGUI()
 {
     DrawDefaultInspector();
     // SEPARATOR
     GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) });
     GUILayout.Label("SINGLE TILE");
     // Customizing the inspector a little bit
     GUILayout.BeginHorizontal();
     for (int i = 0; i < grid.tiles.Length; i++)
     {
         GameObject tilePrefab = grid.tiles[i];
         // We want two buttons per line
         if (i % 2 == 0 && i != 0)
         {
             GUILayout.EndHorizontal();
             GUILayout.BeginHorizontal();
         }
         if (GUILayout.Button(tilePrefab.name))
         {
             grid.SelectTile(i);
             grid.DisableLoop();
         }
     }
     GUILayout.EndHorizontal();
     // SEPARATOR
     GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) });
     GUILayout.Label("SEQUENTIAL LOOPS");
     GUILayout.BeginHorizontal();
     for (int j = 0; j < grid.loops.Length; j++)
     {
         if (j % 2 == 0 && j != 0)
         {
             GUILayout.EndHorizontal();
             GUILayout.BeginHorizontal();
         }
         if (GUILayout.Button(grid.loops[j].loopName == "" ? "Loop " + j : grid.loops[j].loopName))
         {
             grid.SelectLoop(j);
             grid.EnableLoop();
         }
     }
     GUILayout.EndHorizontal();
     // SEPARATOR
     GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) });
     GUILayout.Label("RANDOM LOOPS");
     GUILayout.BeginHorizontal();
     for (int z = 0; z < grid.randomLoops.Length; z++)
     {
         if (z % 2 == 0 && z != 0)
         {
             GUILayout.EndHorizontal();
             GUILayout.BeginHorizontal();
         }
         if (GUILayout.Button(grid.randomLoops[z].loopName == "" ? "Loop " + z : grid.randomLoops[z].loopName))
         {
             grid.SelectRandomLoop(z);
             grid.EnableRandomLoop();
         }
     }
     GUILayout.EndHorizontal();
     // SEPARATOR
     GUILayout.Box("", new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(1) });
     GUILayout.Label("WARNING AREA!!!");
     if (GUILayout.Button("Rebuild Level"))
     {
         grid.RebuildLevel();
     }
     if (GUILayout.Button("Reset Level"))
     {
         grid.ResetLevel();
     }
 }