예제 #1
0
 // Start is called before the first frame update
 void Start()
 {
     sct    = canvas.GetComponent <Manager>();
     rocket = GameObject.FindWithTag("Player");
     fader  = levelFade.GetComponent <LevelFader>();
     sfx    = canvas.GetComponent <AudioManager>();
 }
예제 #2
0
    public void LoadLevelByName(string levelName, bool fadeOut, bool useLoadingScreen)
    {
        if (GameState.TrySaveCurrentState(Global.Player?.gameObject, out GameState gameState))
        {
            currentState = gameState;
        }

        Debug.Log("Loading " + levelName);

        if (fadeOut)
        {
            LevelFader.FadeOut(levelName, level => {
                if (useLoadingScreen)
                {
                    ShowLoadingScreen();
                }

                StartCoroutine(LoadSceneAsync(level));
            });
        }
        else
        {
            if (useLoadingScreen)
            {
                ShowLoadingScreen();
            }

            StartCoroutine(LoadSceneAsync(levelName));
        }
    }
예제 #3
0
    void Awake()
    {
        _ScoreManager = FindObjectOfType <ScoreManager>();
        levelFader    = GetComponent <LevelFader>();
        //Load all room prefabs from the resources folder
        puzzleRooms      = Resources.LoadAll("Rooms/PuzzleRooms", typeof(GameObject));
        enemyRooms       = Resources.LoadAll("Rooms/EnemyRooms", typeof(GameObject));
        collectibleRooms = Resources.LoadAll("Rooms/CollectibleRooms", typeof(GameObject));
        Rooms            = new List <RoomBase>();

        Player = Instantiate(Player, new Vector2(0, 0), Quaternion.identity);
    }
예제 #4
0
 void Awake()
 {
     Instance = this;
     canProceedToLoadingScreen = false;
 }
예제 #5
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 // Called when async level load has finished.
 void OnSceneLoaded()
 {
     currentState.Load(Global.Player.gameObject);
     GetCurrentLevel().SpawnPlayer();
     LevelFader.FadeIn(GetCurrentLevel().Name, null);
 }
예제 #6
0
 // Use this for initialization
 void Start()
 {
     instance = this;
 }