예제 #1
0
        public override void Awake()
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                return;
            }
#endif
            base.Awake();
            firstLevelBuildIndex        = _firstLevelBuildIndex;
            parTimes                    = _parTimes;
            scoresToUnlock              = _scoresToUnlock;
            scoreText.text              = "Score: " + GameManager.Score;
            survivalButton.interactable = Survival.Unlocked;
            LevelMap.previousLevelName  = "";
            levelButtons                = GetComponentsInChildren <LevelButton>();
            foreach (LevelButton levelButton in levelButtons)
            {
                levelButton.level      = new Level();
                levelButton.level.name = levelButton.nameText.text;
                levelButton.Start();
            }
            LevelButton previousLevelButton = levelButtons[PreviousLevelIndex];
            previousLevelButton.Start();
            previousLevelButton.SetLevel();
            UIControlManager.Instance.ChangeSelected(previousLevelButton);
            startButton.onClick.AddListener(StartSelectedLevel);
        }
예제 #2
0
 public virtual void Update()
 {
     if (addNewButton)
     {
         addNewButton = false;
         LevelButton button = Instantiate(levelButtonPrefab);
         button.trs.SetParent(trs);
         button.trs.localScale = Vector3.one;
         EditorBuildSettingsScene scene = EditorBuildSettings.scenes[_firstLevelBuildIndex + button.trs.GetSiblingIndex()];
         string sceneName = scene.path.Substring(scene.path.LastIndexOf("/") + 1).Replace(".unity", "");
         button.name          = sceneName + " [" + button.trs.GetSiblingIndex() + "]";
         button.levelName     = sceneName;
         button.nameText.text = sceneName;
     }
     foreach (LevelButton levelButton in levelButtons)
     {
         levelButton.level.extraScenes = levelButton.extraScenes;
         levelButton.level.name        = levelButton.levelName;
     }
 }