public void LoadNextLevelFromBase() // checks next level / wave HAS been chosen first. { //save on next wave start, that way they have the updated towers list saved for next base section. Otherwise it wont treat them as learned. save.Save(); //singleton = FindObjectOfType<Singleton>(); nextPath = FindObjectOfType <ChooseNextMissionPath>(); pickedPath = nextPath.isHasChosen; singleton.GetUpdateTinkerUpgrades(); timesClickedNextLevel++; // they either need to do everything in base, or click to proceed 4 times. More for me (developer) to skip if (CheckDoneInBase() || timesClickedNextLevel > 3) { //print("level is currently: " + FindObjectOfType<LevelTracker>().currentLevel); //FindObjectOfType<LevelTracker>().IncreaseLevel(); //print("level is now : " + FindObjectOfType<LevelTracker>().currentLevel); currentLevel = singleton.level; SceneManager.LoadSceneAsync("_Scenes/Level_ " + currentLevel.ToString()); nextLevelButton.enabled = false; //testing purposes Singleton.Instance.scenesChanged++; } else { StartCoroutine(YouMustPickAPathTextShowing()); } }
private void GetReferences() { _missionChoice = GameObject.FindGameObjectWithTag(TagForBase).GetComponentInChildren <ChooseNextMissionPath>(); _playerTowerLog = GameObject.FindGameObjectWithTag(TagForBase).GetComponentInChildren <PlayerTowerLog>();// FindObjectOfType<PlayerTowerLog>(); _singleton = Singleton.Instance; _tinkerUpgrades = FindObjectOfType <TinkerUpgrades>(); _playerTowerLog = FindObjectOfType <PlayerTowerLog>(); }