void StartNewRound() { currentRound++; currentLevelIndex++; if (!randomLevelOrder) { currentLevelIndex = MapSystem.Play_Map(tilemapGround, tilemapWall, tilemapObjects, tilemapTop, currentLevelIndex, tile_prefab_array, ground_tiles_array, wall_tiles_array, objects_tiles_array, top_tiles_array); } else { currentLevelIndex = MapSystem.Play_Map(tilemapGround, tilemapWall, tilemapObjects, tilemapTop, -1, tile_prefab_array, ground_tiles_array, wall_tiles_array, objects_tiles_array, top_tiles_array); } if (currentLevelIndex == -1) { Debug.Log("Couldn't find a map to load. (2)"); SceneManager.LoadScene("MenuScene"); } centerCamera(); spawnPlayers(); countdownUI.SetActive(true); }
// Start is called before the first frame update void Start() { countdownUI.SetActive(true); SaveSystem.Init(); // Get player controller bindings GameObject PCBinding = GameObject.Find("PCBinding"); ControllerPlayerBinding cpBinding = PCBinding.GetComponent <ControllerPlayerBinding>(); //player_info = cpBinding.getPlayerInfo(); /* Possibly use constructor (maybe not a good idea) http://ilkinulas.github.io/development/unity/2016/05/30/monobehaviour-constructor.html * for (int i = 0; i < 0; i++) * { * if (player_info[i, 0] != 0) * { * player = new PlayerController(player_info[i, 0], player_info[i, 1], player_info[i, 2]); * } * }*/ // Used to load specific map /* * if (cpBinding.getLevelPath() != null) MapSystem.Play_Selected_Map(tilemapGround, tilemapWall, tilemapObjects, tilemapTop, cpBinding.getLevelPath(), tile_prefab_array, ground_tiles_array, wall_tiles_array, objects_tiles_array, top_tiles_array); * else SceneManager.LoadScene("MenuScene"); */ currentLevelIndex = MapSystem.Play_Map(tilemapGround, tilemapWall, tilemapObjects, tilemapTop, -1, tile_prefab_array, ground_tiles_array, wall_tiles_array, objects_tiles_array, top_tiles_array); if (currentLevelIndex == -1) { Debug.Log("Couldn't find a map to load. (2)"); SceneManager.LoadScene("MenuScene"); } spawnPlayersFromLobby(cpBinding); centerCamera(); }