private void Start() { for (int i = 0; i < mapData.nRow; i++) { MapListElement el = Instantiate(mleTemplate, mapListContent); SetMapElement(el, i); } Destroy(mapListContent.GetChild(0).gameObject); }
private void SetMapElement(MapListElement el, int i) { string scene = mapData.GetValue(i, "Scene name"); string title = mapData.GetValue(i, "Title"); string author = mapData.GetValue(i, "Main author"); string credits = mapData.GetValue(i, "Credits"); string info = mapData.GetValue(i, "Additional info"); float rating = 0f; float.TryParse(mapData.GetValue(i, "Rating"), out rating); float difficulty = 0f; float.TryParse(mapData.GetValue(i, "Difficulty"), out difficulty); el.SetMap(scene, title, author, credits, info, rating, difficulty); string previewName = mapData.GetValue(i, "Preview image"); string previewPath = "MapPreviews/" + previewName; Sprite preview = Resources.Load <Sprite>(previewPath); el.previewImage.sprite = preview; bool foundMap = Global.levelLauncher.SceneIsAvailable(scene); string valid = mapData.GetValue(i, "Validated").ToLower(); el.SetStatus(foundMap, valid); if (preview == null) { Debug.LogWarning("Map preview could not be found: " + previewName); } if (!foundMap) { Debug.LogWarning("Scene not added to build settings: " + scene); } Global.save.SetRecordText(scene, el.recordText); }