// Populate board from level data file public void InitGamePieces(Pack pack, Pack.Level level) { ColorManager colorManager = FindObjectOfType <ColorManager>(); colorManager.SetPackIndex(pack.packId); SetStartPositions(); gamePieces = new GamePiece[BOARD_SIZE_X, BOARD_SIZE_Z]; Pack.Level.GP_LUT[,] pieceLU; pieceLU = level.pieceLU; for (int x = 0; x < BOARD_SIZE_X; x++) { for (int z = 0; z < BOARD_SIZE_Z; z++) { gamePieces[x, z] = Instantiate(GamePieceFromLevelLUT(pieceLU[x, z]), new Vector3(xStartPos + adjacentSpacing * (float)x, 0, zStartPos + adjacentSpacing * (float)z), Quaternion.identity); gamePieces[x, z].InitMaterials(colorManager.GetMaterials()); if (gamePieces[x, z].pieceType == GamePiece.PieceType.START) { startPiece = gamePieces[x, z] as StartPiece; } if (gamePieces[x, z].pieceType == GamePiece.PieceType.END) { endPieceList.Add(gamePieces[x, z] as EndPiece); } gamePieces[x, z].XPos = x; gamePieces[x, z].ZPos = z; gamePieces[x, z].transform.SetParent(transform, true); } } StartCoroutine(UpdatePathsAndCheckForWin()); }
private void Start() { levelHandler = FindObjectOfType <LevelHandler>(); cam = FindObjectOfType <Camera>(); editingLevel = new Pack.Level(levelHandler.CurrentLevel); editingMode.text = mode.ToString(); recImage.gameObject.SetActive(false); UpdateUIFromLevelData(); }
void Awake() { DontDestroyOnLoad(gameObject); #if UNITY_EDITOR LEVEL_DATA_FILENAME = Path.Combine(Application.streamingAssetsPath, "levels.dat"); LoadLevelData(); #elif UNITY_ANDROID LEVEL_DATA_FILENAME = "jar:file://" + Application.dataPath + "!/assets/" + "levels.dat"; LoadLevelDataAndroid(); #endif SetCurrentPack(Pack.PackID.INTRO); SetCurrentLevel(CurrentPack.levelList[0].levelName); CopiedLevel = new Pack.Level(CurrentLevel); }
public void SetSkipped(Pack pack, Pack.Level level) { foreach (PackTracker packTracker in data.packTrackerList) { if (pack.packId == packTracker.packId) { foreach (LevelTracker levelTracker in packTracker.levelTrackerList) { if (level.levelName == levelTracker.levelName) { levelTracker.skipped = true; break; } } break; } } }
public bool SetCurrentLevel(Pack.Level level) { return(levelHandler.SetCurrentLevel(level.levelName)); }
public void SaveLastPlayedLevel(Pack pack, Pack.Level level) { data.lastPlayedPackID = pack.packId; data.lastPlayedLevel = level.levelName; Save(); }