private void CollectLevelProperties(Scene arg0, LoadSceneMode arg1) { GameObject levelCollector = GameObject.FindGameObjectWithTag("LEVEL_COLLECTOR"); if (levelCollector == null) { if (debug) { Debug.Log("No LevelCollector found"); } //Clear the LevelHandler to avoid Leftover information from old level remaining; LevelHandler.Clear(); return; } if (debug) { Debug.Log("Collecting level properties from: " + levelCollector.name); } levelCollector.SendMessage("Collect"); LevelHandler.Start(); SoundMechanicHandler.Initiate(); }
private void LoadScene() { LevelHandler.ShouldLoadFromSaveFile(null); GlobalMethods.LoadSceneAndSaveProgress(sceneToLoadIndex); }
public static bool SaveToSaveFile() { Level level = LevelHandler.GetCurrentLevel(); if (level == null) { Debug.Log("Cannot save, you appear to not be in a level. (Did you add a levelcollector?)"); return(false); } if (!level.IsSavable) { Debug.Log("You cannot save in this level."); return(false); } SaveFile save = new SaveFile(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name, LevelHandler.GetCurrentCheckPointIndex()); BinaryFormatter bf = new BinaryFormatter(); MemoryStream ms = new MemoryStream(); bf.Serialize(ms, save); byte[] bytz = ms.ToArray(); FileStream file = File.Create(SAVEFILE_PATH); file.Write(bytz, 0, bytz.Length); file.Close(); Debug.Log("Saved successfully."); return(true); }
public static void Initiate() { instance = new LevelHandler(); }