public void OnSceneSlotButtonClick(int _slotIndex)
 {
     SceneSavingManager.SetSlotIndex(_slotIndex);
     if (inRemoveSceneMode)
     {
         sceneSlotButtons[_slotIndex].interactable = false;
         SceneSavingManager.Delete();
     }
     else
     {
         SceneManager.LoadSceneAsync(2);
     }
 }
Esempio n. 2
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    void OnSceneLoaded(Scene _scene, LoadSceneMode _mode)
    {
        Block.RestoreStaticFields();

        if (_scene.buildIndex != 1)
        {
            SceneSavingManager.LoadRowAndColumn();
        }

        TopLeftCornerPos = new Vector3(
            (2 * centerPos.x - (colCount - 1) * blockSeparation) / 2
            , centerPos.y
            , (2 * centerPos.z - (rowCount - 1) * blockSeparation) / 2);
        BlockExtents = prefabBlock.GetComponent <MeshRenderer>().bounds.extents * 2;

        GetGenerated(0, rowCount, 0, colCount);

        if (_scene.buildIndex != 1)
        {
            SceneSavingManager.LoadBlocks();
        }
    }
Esempio n. 3
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 public void OnSceneSlotButtonClick(int _slotIndex)
 {
     SceneSavingManager.SetSlotIndex(_slotIndex);
     SceneSavingManager.Save();
     saveSceneButton.onClick.Invoke();
 }