public void LoadLevel(ContentState state) { _instance = this; this.state = state; ObjectComposer.level = _level; List<ObjectComposer> allComposers = new List<ObjectComposer>(); // Switch driven developement if (_level == 1) { AddObjects("FlatGround", state, allComposers); AddObjects("Sky", state, allComposers, false)[0].AppendMaterialLights(MaterialManager.InfiniteLight); AddObjects("Rock", state, allComposers); AddObjects("Stone", state, allComposers); AddObjects("StartStone", state, allComposers); AddObjects("HagravenSticks", state, allComposers); AddObjects("FalmerTotem", state, allComposers); AddObjects("Altar", state, allComposers); AddObjects("FlatGround", state, allComposers); AddObjects("MountainPeak", state, allComposers).ForEach(composer => composer.AppendMaterialLights(MaterialManager.BackgroundLights)); AddObjects("MountainRidge", state, allComposers).ForEach(composer => composer.AppendMaterialLights(MaterialManager.BackgroundLights)); } else if (_level == 2) { AddObjects("Altar", state, allComposers); AddObjects("StartStone", state, allComposers); AddObjects("RockBridge1", state, allComposers); AddObjects("RockBridge2", state, allComposers); AddObjects("RockBridge3", state, allComposers); AddObjects("RockBridge4", state, allComposers); AddObjects("StonePillar1", state, allComposers); AddObjects("StonePillar2", state, allComposers); AddObjects("StonePillar3", state, allComposers); AddObjects("Monster1a", state, allComposers); AddObjects("Monster1b", state, allComposers); } else if (_level == 3) { AddObjects("Altar", state, allComposers); AddObjects("StartStone", state, allComposers); AddObjects("FrozenMarshIceFloe1", state, allComposers); AddObjects("FrozenMarshIceFloe2", state, allComposers); AddObjects("Water", state, allComposers); AddObjects("Iceberg", state, allComposers); AddObjects("GlacierPillar1", state, allComposers); } SetParticles(state); }
public void LoadLevel(int i) { currentScene = new TestScene(Content, camera, i); currentScene.LoadLevel(contentState); SetScene(currentScene); GameObject cameraDummy = ObjectComposer.Compose(currentScene, contentState) .AppendName("player") .AppendColliderSphere(2, 1) .AppendPhysicsDamping(0.989f, 0.3f) .AppendColliderWorld(Vector3.Up * 10) .Finish(); Camera.MakeCamera(camera, cameraDummy); HandController.MakeController(Camera.instance, currentScene, contentState); }
public void SetScene(TestScene nextScene) { currentScene = nextScene; }