public void LoadMazeLevel(List <string> arguments) { if (MazeLevelGameplayManager.Instance == null) { if (PersistentGameManager.CurrentSceneType == SceneType.Overworld) { Logger.Warning("We are currently in the overworld scene. Switching scenes."); PersistentGameManager.SetLastMazeLevelName("default"); PersistentGameManager.SetCurrentSceneName("default"); PhotonNetwork.LoadLevel("Maze"); // TODO this loads the default maze, should load specific maze } else { Logger.Error("Cannot find MazeLevelManager. Returning."); } return; } MazeLevelData mazeLevelData; if (arguments.Count < 2) { PersistentGameManager.SetLastMazeLevelName("default"); PersistentGameManager.SetCurrentSceneName("default"); mazeLevelData = MazeLevelLoader.LoadMazeLevelData(PersistentGameManager.CurrentSceneName); MazeLevelLoader.LoadMazeLevel(mazeLevelData); return; //string message = "The command '<color=" + ConsoleConfiguration.HighlightColour + ">load maze</color>' needs an additional argument with the name of the maze level"; //Logger.Warning(message); //message += "\nThe Currently available levels are: \n"; //message = MazeLevelLoader.GetAllMazeLevelNamesForPrint(message); //throw new NotEnoughArgumentsConsoleException(message); } string mazeName = arguments[1]; mazeLevelData = MazeLevelLoader.LoadMazeLevelData(mazeName); if (mazeLevelData == null && Console.Instance.ConsoleState != ConsoleState.Closed) { string printLine = "<color=" + ConsoleConfiguration.HighlightColour + ">" + arguments[1] + "</color> is not a known maze level and cannot be loaded.\n\n"; printLine += "The Currently available levels are: \n"; printLine = MazeLevelLoader.GetAllMazeLevelNamesForPrint(printLine); Console.Instance.PrintToReportText(printLine); } PersistentGameManager.SetLastMazeLevelName(mazeName); PersistentGameManager.SetCurrentSceneName(mazeName); mazeLevelData = MazeLevelLoader.LoadMazeLevelData(PersistentGameManager.CurrentSceneName); MazeLevelLoader.LoadMazeLevel(mazeLevelData); }
public void Start() { switch (PersistentGameManager.CurrentSceneType) { case SceneType.Overworld: Logger.Log("instantiate overworld sprites, tiles and characters"); if (PersistentGameManager.SceneLoadOrigin == SceneLoadOrigin.Gameplay) { if (PersistentGameManager.OverworldName == "") { PersistentGameManager.SetOverworldName("overworld"); } string overworldName = PersistentGameManager.OverworldName; Logger.Log($"We will load the maze '{overworldName}'"); OverworldData startUpOverworldData = OverworldLoader.LoadOverworldData(overworldName); if (startUpOverworldData == null) { Logger.Error("Could not find the default overworld for startup"); } OverworldLoader.LoadOverworld(startUpOverworldData); if (OverworldGameplayManager.Instance.Overworld == null) { Logger.Log(Logger.Initialisation, "No overworld loaded on startup. Returning"); return; } } // We loaded a overworld scene through the editor. Set up an empty grid for in the editor else { Logger.Log("create empty grid"); EditorCanvasUI.Instance.OverworldModificationPanel.GenerateTiles(); } break; case SceneType.Maze: // We loaded a maze scene through the game. Set up the maze level if (PersistentGameManager.SceneLoadOrigin == SceneLoadOrigin.Gameplay) { if (PersistentGameManager.CurrentSceneName == "") { PersistentGameManager.SetCurrentSceneName("default"); } string mazeName = PersistentGameManager.CurrentSceneName; PersistentGameManager.SetLastMazeLevelName(mazeName); Logger.Log($"We will load the maze '{mazeName}'"); MazeLevelData startUpMazeLevelData = MazeLevelLoader.LoadMazeLevelData(mazeName); if (startUpMazeLevelData == null) { Logger.Error($"Could not find the level {mazeName} for startup. Will load defult level instead."); mazeName = "default"; startUpMazeLevelData = MazeLevelLoader.LoadMazeLevelData(mazeName); } MazeLevelLoader.LoadMazeLevel(startUpMazeLevelData); if (CurrentGameLevel == null) { Logger.Log(Logger.Initialisation, "No level loaded on startup. Returning"); return; } if (CurrentGameLevel.PlayerCharacterSpawnpoints.Count == 0) { return; } PlayableLevelNames = MazeLevelLoader.GetAllPlayableLevelNames(); } // We loaded a maze scene through the editor. Set up an empty grid for in the editor else { Logger.Log("create empty grid"); EditorCanvasUI.Instance.MazeModificationPanel.GenerateTiles(); } break; default: Logger.Error($"Scenetype {PersistentGameManager.CurrentSceneType} is not implemented yet"); break; } }