Esempio n. 1
0
    public void Continue()
    {
        List <Sprite> sp  = new List <Sprite>();
        List <int>    ids = new List <int>();

        for (int i = 0; i < characterSprites.Length; i++)
        {
            if (SaveHandler.GetSave(i) != null)
            {
                sp.Add(characterSprites[i]);
                ids.Add(i);
            }
        }

        SliderHandler.OpenScene(sp, (i) => {
            if (i != -1)
            {
                MapGenerator.saveid = ids[i];
                Sprite[] ff         = new Sprite[1];
                ff[0] = FunfactSprites[Random.Range(0, FunfactSprites.Length)];
                DialogHandler.OpenDialogScene(ff, () => UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene"), 0);
                //UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene");
            }
            else
            {
                UnityEngine.SceneManagement.SceneManager.LoadScene("Menu");
            }
        });
    }
Esempio n. 2
0
 public void NewGame()
 {
     SliderHandler.OpenScene(characterSprites, (i) => {
         if (i != -1)
         {
             SaveHandler.CreateNewSave(i);
             MapGenerator.saveid = i;
             Sprite[] ff         = new Sprite[1];
             ff[0] = FunfactSprites[Random.Range(0, FunfactSprites.Length)];
             DialogHandler.OpenDialogScene(ff, () => UnityEngine.SceneManagement.SceneManager.LoadScene("GameScene"), 0);
         }
         else
         {
             UnityEngine.SceneManagement.SceneManager.LoadScene("Menu");
         }
     });
 }