/** * @param none * @return none * Called based on clock time, checks to see if the level is over */ void Update() { //Debug.Log("isLoading is: " + isLoading); if (SceneManager.GetActiveScene().isLoaded) { if (isLevelOver()) { levelGenerator.ClearMap(); Invoke("NextLevel", 1); } } GameVariables.LevelDuration += .02; }
public override void OnInspectorGUI() { base.OnInspectorGUI(); //Reference to our script LevelGenerator levelGen = (LevelGenerator)target; //Only show the mapsettings UI if we have a reference set up in the editor if (levelGen.mapSetting != null) { Editor mapSettingEditor = CreateEditor(levelGen.mapSetting); mapSettingEditor.OnInspectorGUI(); if (GUILayout.Button("Generate")) { levelGen.GenerateMap(); } if (GUILayout.Button("Clear")) { levelGen.ClearMap(); } } }