// Use this for initialization void Start() { if (loadName.Length > 0) { DeserializedLevelsLoader load = new DeserializedLevelsLoader( ); load.generateItems(loadName); } }
private void Init() { if (deserializedLevelsLoader == null) { deserializedLevelsLoader = new DeserializedLevelsLoader(); } if (deserializedLevelsSaver == null) { deserializedLevelsSaver = new DeserializedLevelsSaver(); } }
void Start() { GlobalPrefabs.LoadAll("Characters"); GlobalPrefabs.LoadAll("Environment"); GlobalPrefabs.LoadAll("Game Dynamics"); DeserializedLevelsLoader deserializedLevelsLoader = new DeserializedLevelsLoader(); deserializedLevelsLoader.GenerateItems(); DontDestroyOnLoad(this); }
private void init() { if (deserializedLevelsLoader == null) { deserializedLevelsLoader = new DeserializedLevelsLoader(); } if (deserializedLevelsSaver == null) { deserializedLevelsSaver = new DeserializedLevelsSaver(); } if (deserializedLevelsCrossChecker == null) { deserializedLevelsCrossChecker = new DeserializedLevelsCrossChecker(); } }
// Use this for initialization void Awak() { DeserializedLevelsLoader d = new DeserializedLevelsLoader( ); if (SceneManager.GetActiveScene().name == "stage1") { d.generateItems("Levels"); return; //PauseController.RestartScene = 1; } if (SceneManager.GetActiveScene().name == "stage2") { d.generateItems("Levels2"); return; //PauseController.RestartScene = 2; } }
private void init() { if (deserializedLevelsLoader == null) deserializedLevelsLoader = new DeserializedLevelsLoader(); if (deserializedLevelsSaver == null) deserializedLevelsSaver = new DeserializedLevelsSaver(); if (deserializedLevelsCrossChecker == null) deserializedLevelsCrossChecker = new DeserializedLevelsCrossChecker(); }
void Start() { DeserializedLevelsLoader d = new DeserializedLevelsLoader(); d.generateItems(); }