private void FindReferences() { LevelsManager lvlManager = GameObject.Find("LevelsManager").GetComponent <LevelsManager>(); LevelsManager.state.CurrentLoadedLevel = this; lvlManager.LinkGameManager(this); }
public void NextLevel() { //Debug.Log(LevelsManager.state.CurrentLoadedLevel.TowerParameters.Levels[LevelsManager.state.CurrentLoadedLevel.IndexInTower + 1].gameObject.name); if (LevelsManager.state.CurrentLoadedLevel.IndexInTower + 1 == LevelsManager.state.CurrentLoadedLevel.TowerParameters.Levels.Length) { SceneManager.LoadScene(0); } else { LevelsManager.LoadNewLevel(LevelsManager.state.CurrentLoadedLevel.TowerParameters.Levels[LevelsManager.state.CurrentLoadedLevel.IndexInTower + 1].gameObject.name); } }
public static void ReloadCurrentLevel() { string name = LevelsManager.state.CurrentLoadedLevel.gameObject.name; Destroy(LevelsManager.state.CurrentLoadedLevel.gameObject); GameObject newlevel = Instantiate(Resources.Load("Levels/" + name)) as GameObject; newlevel.transform.position = new Vector3(0, 13.07f, 0); newlevel.name = LevelsManager.GetRealPrefabName(newlevel); LevelsManager.state.CurrentLoadedLevel = newlevel.GetComponent <GameManager>(); newlevel.GetComponent <GameManager>().SetReferences(LevelsManager.state.Zoom, LevelsManager.state.CamFollow, LevelsManager.state.UImanager); LevelsManager.state.CurrentLoadedLevel.StartProgression(true, false); GameManager.gameState.UiManager.Hide(); }
public static void LoadNewLevel(string levelName) { if (LevelsManager.state.CurrentLoadedLevel != null) // check if we are loading a level from scratch, or if we are loading the next level. { LevelsManager.state.PreviousLoadedLevel = LevelsManager.state.CurrentLoadedLevel; LevelsManager.state.PreviousLoadedLevel.StartProgression(false, true); } GameObject newlevel = Instantiate(Resources.Load("Levels/" + levelName)) as GameObject; newlevel.transform.position = new Vector3(0, 13.07f, 0); newlevel.name = LevelsManager.GetRealPrefabName(newlevel); LevelsManager.state.CurrentLoadedLevel = newlevel.GetComponent <GameManager>(); newlevel.GetComponent <GameManager>().SetReferences(LevelsManager.state.Zoom, LevelsManager.state.CamFollow, LevelsManager.state.UImanager); GameManager.gameState.UiManager.Hide(); LevelsManager.state.CurrentLoadedLevel.StartProgression(true, false); }
private void Start() { LevelsManager.state.SaveUtility(camZoom, ui, camFollow); if (useMainMenu) { if (SelectedLevelHolder.selectedLevel == "") { levelName = "W_" + world.ToString() + "T_" + tower.ToString() + "L_" + level.ToString(); } else { levelName = SelectedLevelHolder.selectedLevel; } } else { levelName = "W_" + world.ToString() + "T_" + tower.ToString() + "L_" + level.ToString(); } if (shouldLoadLevels) { LevelsManager.LoadNewLevel(levelName); } }
public void Reload() { LevelsManager.ReloadCurrentLevel(); }
/// <summary> /// Reloads current level. /// </summary> private void ReloadScene() { LevelsManager.ReloadCurrentLevel(); }