void ShipEntersPlanet(PlanetSelection.Planets planet) { // sets the scripts to false mainCamera.GetComponent <CameraMovement>().enabled = false; meteorite.GetComponent <MeteoriteScript>().enabled = false; gameObject.GetComponent <MovementShip>().enabled = false; // load scene FindObjectOfType <SaveManager>().SetPlanet(planet); SceneManager.LoadScene(planet.ToString()); }
public void OpenMap() { if (!mapCanvas.activeSelf && !FindObjectOfType <GameManager>().isPaused) { FindObjectOfType <WeaponControls>().ToggleShooting(false); FindObjectOfType <PlayerMovement>().FreezeMovement(true); mapCanvas.SetActive(true); //Check all unlocked planets for (int i = 0; i < locks.Length; i++) { //Set all locks active locks[i].SetActive(true); if (IsPlanetUnLocked(i)) { locks[i].SetActive(false); } } //Set all players false for (int i = 0; i < players.Length; i++) { players[i].SetActive(false); } //Get current planet PlanetSelection.Planets currentPlanet = FindObjectOfType <SaveManager>().GetPlanet(); //Set current planet player true players[(int)currentPlanet].SetActive(true); playerControls.Map.Enable(); exitButton.onClick.AddListener(CloseMap); for (int i = 0; i < planetButtons.Length; i++) { AddOnClickListener(i); } } }
public void Reset() { planet = (PlanetSelection.Planets) 0; items = new List <AllItems>(); dugPlaces = new List <string>(); }
public void SetPlanet(PlanetSelection.Planets _planet) { gameSaveData.planet = _planet; SaveGameData(); }