コード例 #1
0
 // LoadLevelData - Loads the level-specific scriptable object for this level.
 void LoadLevelData()
 {
     levelData = (LevelDataObject)Resources.Load("Data/" + Application.loadedLevelName + "Data");
     if (levelData != null)
     {
         Debug.Log("(GameMaster.cs) Obtained data for " + levelData.levelName); // DEBUG
         Load();                                                                // Loads game data.
     }
     else
     {
         Debug.LogWarning("(GameMaster.cs) Could not obtain: " + "Data/" + Application.loadedLevelName + "Data");             // DEBUG
     }
 }
コード例 #2
0
    static void AddLevelData()
    {
        // Generate file name.
        string fileName = EditorApplication.currentScene.Replace(".unity", string.Empty);

        fileName = fileName.Substring(fileName.LastIndexOf("/") + 1);

        // Create level data object.
        LevelDataObject newData = ScriptableObject.CreateInstance <LevelDataObject>();

        AssetDatabase.CreateAsset(newData, "Assets/Resources/Data/" + fileName + "Data.asset");
        AssetDatabase.SaveAssets();

        // Select and highlight it in the editor.
        EditorUtility.FocusProjectWindow();
        Selection.activeObject = newData;
    }
コード例 #3
0
    private void Awake()
    {
        _levelData = levelDataHolder.levelData;

        _spawnPoints = new List <Transform>();

        foreach (Transform enemyLine in enemyLines)
        {
            foreach (Transform spawnPoint in enemyLine)
            {
                _spawnPoints.Add(spawnPoint);
                if (spawnPoint.CompareTag("Boss Spawn Point"))
                {
                    _bossSpawnPointIndex = _spawnPoints.Count - 1;
                }
            }
        }

        _player = FindObjectOfType <Player>().gameObject;

        _enemyHolder = GetComponent <EnemyHolder>();
    }