// Use this for initialization void Start() { _receivedPayload = GameObject.FindGameObjectWithTag("DreamPayload").GetComponent <DreamPayload>(); if (_receivedPayload == null) { return; } if (!_receivedPayload.DreamEnded) { return; } MainMenu.ChangeMenuState(UIMainMenu.MenuState.GRAPH); DreamDirector.AddPayloadToPriorDreams(_receivedPayload); DreamDirector.CurrentDay++; SaveGameManager.SaveCurrentGame(); // TODO: save game data to file // TODO: load from save file and populate graph _receivedPayload.ClearPayload(); Fader.FadeOut(0.5F); }
public static void BeginDream(string level) { if (CurrentlyInDream) { return; } CurrentlyInDream = true; RandUtil.RefreshSeed(); StaticityAccumulator = 0; HappinessAccumulator = 0; string levelToLoad = level; RefreshTextureSet(true); // populate payload with textureset info and level to load Payload = GameObject.FindGameObjectWithTag("DreamPayload").GetComponent <DreamPayload>(); Payload.DreamSeed = RandUtil.CurrentSeed; Payload.InitialLevelToLoad = levelToLoad; ResourceManager.ClearLifespan(ResourceLifespan.MENU); // load dream scene Fader.FadeIn(Color.black, 1.5F, () => { SceneManager.LoadScene("dream"); }); }
/// <summary> /// Used to remember prior dreams. Converts payload values to Dream struct and adds to list. /// </summary> public static void AddPayloadToPriorDreams(DreamPayload p) { //Types.Dream d; //d.LevelsVisited = p.LevelsVisited.ToArray(); //d.TimeInDream = p.TimeInDream; //d.Seed = p.DreamSeed; //PriorDreams.Add(d); }
// Use this for initialization void Start() { _receivedPayload = GameObject.FindGameObjectWithTag("DreamPayload").GetComponent <DreamPayload>(); DreamDirector.Player = GameObject.FindGameObjectWithTag("Player"); if (_receivedPayload == null) { Debug.LogError("Could not find dream payload! Did you come from the title screen?"); return; } DreamDirector.SwitchDreamLevel(_receivedPayload.InitialLevelToLoad); GameSettings.SetCursorViewState(false); GameSettings.CanControlPlayer = true; Fader.FadeOut(1F); }