void Start() { Grid = GetComponent <s_grid>(); Grid.Initialize(); Player = GameObject.Find("player").GetComponent <o_player>(); GameObject lev = GameObject.Find("Game"); s_levelstructure l = lev.GetComponent <s_levelstructure>(); GameObject ingalev = GameObject.Find("InGame"); ing = ingalev.GetComponent <s_levelstructure>(); List <data_level> lstruct = new List <data_level>(); lstruct = l.levels; if (GameObject.Find("Position") != null) { txt = GameObject.Find("Position").GetComponent <UnityEngine.UI.Text>(); } //Copy all the data from the Editor's to the inGame's foreach (data_level da in lstruct) { ing.levels.Add(da); } levels = ing.levels; //De-references the original levels object so it dosen't get changed. l = null; LoadLevel(); }
public void LevelStructureLoad() { GameObject lev = (GameObject)Resources.Load("Game"); s_levelstructure l = lev.GetComponent <s_levelstructure>(); List <data_level> lstruct = l.levels; levels = lstruct; }
public void SaveEntireLevelStructure() { GameObject lev = (GameObject)Resources.Load("Game"); s_levelstructure l = lev.GetComponent <s_levelstructure>(); List <data_level> lstruct = new List <data_level>(); lstruct = levels; foreach (data_level le in lstruct) { l.levels.Add(le); } }