public void LoadNextWorld() { _currentWorldIndex = (_currentWorldIndex + 1) % _worlds.Length; WORLD_TYPE worldToLoad = _worlds[_currentWorldIndex].GetComponent <WorldSettings>().WorldType; WorldSwitcher(worldToLoad); }
private void WorldSwitcher(WORLD_TYPE worldToLoad) { for (int worldNumber = 0; worldNumber < _worlds.Length; worldNumber++) { GameObject worldGrid = _worlds[worldNumber]; WorldSettings worldSetting = worldGrid.GetComponent <WorldSettings>(); if (worldSetting.WorldType == worldToLoad) { worldGrid.SetActive(true); _currentWorldIndex = worldNumber; UpdateTransitionImage(); } else { worldGrid.SetActive(false); } } }
private void Start() { _circleWipeImage = FindObjectOfType <CircleWipe>().gameObject.GetComponent <Image>(); _startingWorld = _randomizeStartWorld ? (WORLD_TYPE)Random.Range(0, _worlds.Length) : _startingWorld; WorldSwitcher(_startingWorld); }