// Use this for initialization void Start() { //switch room after delay if there is one // if (delay > 0){ // Debug.Log("gonna switch rooms automatically"); // StartCoroutine(LoadLevelAfterDelay(delay)); // } //if current floor index is < 0, you're on the results screen //and you'll want to transition to the first level if (thisFloorNum == -1) { nextLevel = DungeonList.GetFloorNameWithDifficulty(0); //DungeonList.arr_floorInfo[0]; } else if (thisFloorNum == -2) { nextLevel = DungeonList.dungeon_results.floorName; } //if you are on the last floor available, //you'll want to transition to the results screen //if you're on the first floor and you only have that floor unlocked //curMaxFloor = 0 //thisFloorNum + 1 = 1 //so the next floor should be results else if (thisFloorNum + 1 >= DungeonList.curMaxFloor + 1) { nextLevel = DungeonList.dungeon_upgrademenu.floorName; } //otherwise, transition to the next level else { nextLevel = DungeonList.GetFloorNameWithDifficulty(thisFloorNum + 1); } }
// Use this for initialization void Start() { //Debug.Log("Start intro screen change"); if (introPart == 1) { if (introIndex + 1 >= DungeonList.maxNumIntro1Scenes) { nextFloor = DungeonList.arr_tutorialFloorNames[0]; } else { nextFloor = DungeonList.arr_intro1FloorNames[introIndex + 1]; } } else { if (introIndex + 1 >= DungeonList.maxNumIntro2Scenes) { nextFloor = DungeonList.GetFloorNameWithDifficulty(0); //DungeonList.arr_floorInfo[0].floorName; } else { nextFloor = DungeonList.arr_intro2FloorNames[introIndex + 1]; } } }