Пример #1
0
 // Use this for initialization
 void Start()
 {
     _currentLevel = new Level1();
     _currentModules.Add("Crank", Instantiate(_modules[(int)Modules.CRANK]));
     _currentModules["Crank"].transform.SetParent(transform);
     _currentModules.Add("Led", Instantiate(_modules[(int)Modules.LED]));
     _currentModules["Led"].transform.SetParent(transform);
 }
Пример #2
0
 void ChooseLevel(int lv)
 {
     level = lv;
     switch (level)
     {
     case 1:
         levelInfo = (Level1) new Level1();
         SetUpLevel();
         break;
     }
 }
Пример #3
0
    private void Init()
    {
        BoardData      = BoardData.Instance;
        CurrentLevel   = Levels[LevelIndex];
        LevelName.text = "Level Name: " + CurrentLevel.gameObject.name;
        SetData();
        CreateTiles();
        CreatePieces();

        BoardManager.Instance.StartGame();
    }
Пример #4
0
 void UpdateLevel1()
 {
     if (_currentLevel.completion)
     {
         Debug.Log("Level 1 réussi !");
         _currentLevel = null;
         _currentLevel = new Level2();
         _currentModules.Add("Button", Instantiate(_modules[(int)Modules.BUTTON]));
         _currentModules["Button"].transform.SetParent(transform);
         _currentModules.Add("Boss", Instantiate(_modules[(int)Modules.PARLOTTE]));
         _currentModules["Boss"].transform.SetParent(transform);
     }
 }
Пример #5
0
 void UpdateLevel2()
 {
     if (_currentLevel.completion)
     {
         _currentLevel = null;
         _currentLevel = new Level3();
         _currentModules.Add("Geiger", Instantiate(_modules[(int)Modules.GEIGER]));
         _currentModules["Geiger"].transform.SetParent(transform);
         _currentModules.Add("Ventilo", Instantiate(_modules[(int)Modules.VENTILO]));
         _currentModules["Ventilo"].transform.SetParent(transform);
         _currentModules.Add("Bucket", Instantiate(_modules[(int)Modules.BUCKET]));
         _currentModules["Bucket"].transform.SetParent(transform);
     }
 }
Пример #6
0
 public AccessLevelAttribute(ALevel lvl)
 {
     AccessLevel = lvl;
 }