public void Save() { print("Saving"); ArrayList current_positions_array = new ArrayList(); ArrayList final_positions_array = new ArrayList(); if (current_positions.Count < final_positions.Count) { print("Finales: " + final_positions.Count); print("Fichas: " + current_positions.Count); print("Bad Map, not saving"); return; } else if (current_positions.Count > final_positions.Count) { print("Finales: " + final_positions.Count); print("Fichas: " + current_positions.Count); print("Bad Map, not saving"); return; } foreach (string item in current_positions) { current_positions_array.Add(new Vector2(int.Parse(item.Substring(0, 2)), int.Parse(item.Substring(2, 2)))); } foreach (string item in final_positions) { final_positions_array.Add(new Vector2(int.Parse(item.Substring(0, 2)), int.Parse(item.Substring(2, 2)))); } LevelMap m = new LevelMap(level_width, level_height, current_positions_array, final_positions_array); if (setup_canvas_controller.current_maps_hash.Contains(m.map_id)) { print("Map exists already, will not be saved"); } else { m.Save("map_" + (setup_canvas_controller.current_maps_hash.Count + 1) + ".map"); setup_canvas_controller.current_maps_hash.Add(m.map_id); SetupCanvasController.CreateMapSet(); print("Map saved"); } }
public void Create() { int random_level_width, maps_to_create = number_of_maps.text == "" ? 20 : int.Parse(number_of_maps.text); int level_width = int.Parse(width.text); int level_height = int.Parse(height.text); while (maps_to_create > 0) { random_level_width = UnityEngine.Random.Range(2, 4); LevelMap m = LevelMap.GetRandomMap(level_width, level_height); if (!current_maps_hash.Contains(m.map_id)) { m.Save("map_" + (current_maps_hash.Count + 1) + ".map"); print("MAP CREATED: " + m.map_id); current_maps_hash.Add(m.map_id); maps_to_create--; } } SetupCanvasController.CreateMapSet(); }