public void OnPointerClick(PointerEventData data) { if (Interactable) { LevelDataLoader.LoadLatestQualifiedLevel(); } }
private static void LoadLevel() { LevelDataLoader.LoadLevelData(LevelDataLoader.FullPath); foreach (var row in LevelDataLoader.LevelData.TileMap) { if (row.Length != BoardManager.BoardSize) { throw new Exception("Файл уровня поврежден."); } } if (LevelDataLoader.LevelData.TileMap.Length != BoardManager.BoardSize) { throw new Exception("Файл уровня поврежден."); } foreach (var row in LevelDataLoader.LevelData.ChipMap) { if (row.Length != BoardManager.BoardSize) { throw new Exception("Файл уровня поврежден."); } } if (LevelDataLoader.LevelData.ChipMap.Length != BoardManager.BoardSize) { throw new Exception("Файл уровня поврежден."); } CreateTileGrid(LevelDataLoader.LevelData.TileMap); FillByPresetChips(LevelDataLoader.LevelData.ChipMap); FillByPseudoRandomChips(); RemoveMatches(); BoardManager.ScoreAndFallUntilSettle(); }
private void Awake() { // Why on earth are you destroying the level data loader?! LevelDataLoader levelDataLoader = FindObjectOfType <LevelDataLoader>(); if (levelDataLoader != null) { Destroy(levelDataLoader.gameObject); } DontDestroyOnLoad(this); }
private void ToggleLevelSelectOverride() { LevelNavigator navigator = FindObjectOfType <LevelNavigator>(); // If the navigator exists then toggle its override if (navigator) { LevelID maxID = new LevelID(LevelDataLoader.MaxLevel() + 1, 1); navigator.ToggleOverride(maxID); } }
private void SingletonPattern() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
public void Start() { // Create a level select UI for every level int maxLevel = LevelDataLoader.MaxLevel(); uis = new LevelSelectUI[maxLevel + 1]; for (int level = 0; level <= maxLevel; level++) { uis[level] = Instantiate(levelUIPrefab, levelUIGroup.transform); uis[level].Setup(level); } }
private void Awake() { _dataLoader = GetComponent <LevelDataLoader>(); if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); board = GetComponentsInChildren <Board>()[0]; }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } _dataLoader = GetComponent <LevelDataLoader>(); //This should be some kind of tile dict tiles.Add(0, background); tiles.Add(1, floor); tiles.Add(2, obstacle); tiles.Add(3, passage); }
private void OnGameOver() { if (mainObjectivesCompleted) { OpenWindow(objectiveFinishedWindow, LevelPassedConversation); } else { // Instantiate a copy of the restart conversation and say it GameManager gameManager = GameManager.Instance; NPCConversation restartConversation = gameManager.LevelData.RestartConversation.InstantiateAndSay(); gameManager.m_dialogueManager.StartInteractiveConversation(); // When the conversation ends then show the fail window restartConversation.OnConversationEnded(() => { OpenWindow(failWindow, () => LevelDataLoader.ReloadLevel(), () => SceneManager.LoadScene("LevelMenu")); }); } }
private void OnSuccessConversationEnded() { // Update the save data with the id of the level we are qualified to go to LevelEndingData ending = GameManager.Instance.LevelData.Ending; SaveData.QualifyForLevel(ending.GetNextLevelID()); // Compute the rating for this level int rating = LevelRatingSystem.RateCurrentLevel(); SaveData.SetLevelRating(LevelID.Current(), rating); // Save changes to the save data SaveData.Save(); // Let the game manager handle level exiting GameManager.Instance.HandleExitLevel(); // Open the success window OpenWindow(successWindow, () => LevelDataLoader.LoadNextLevel(), () => SceneManager.LoadScene("LevelMenu")); }
public void Setup(int levelNumber) { // Set the level number state this.levelNumber = levelNumber; // Get a list of all enclosures for this level LevelData[] enclosures = LevelDataLoader.GetAllLevelEnclosures(levelNumber); enclosureUIs = new LevelSelectEnclosureUI[enclosures.Length]; // Create a UI to select each enclosure for this level for (int i = 0; i < enclosures.Length; i++) { enclosureUIs[i] = Instantiate(enclosureUI, enclosureUIGroup.transform); enclosureUIs[i].Setup(enclosures[i]); } // Disable the outline outline.SetActive(false); outline.transform.SetAsLastSibling(); // Set the disable overlay if we are not yet qualified to try this level overlay.SetActive(LatestLevelQualified.LevelNumber < levelNumber); overlay.transform.SetAsLastSibling(); }
public void ReloadLevel() { LevelDataLoader.ReloadLevel(); }
public void LoadNextLevel(string level) { LevelDataLoader.LoadLevel(level); }
private void OnConversationEnded() { LevelDataLoader.LoadLevel(nextLevelName); }
public void LoadLevel() => LevelDataLoader.LoadLevel(enclosure);