Пример #1
0
    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());
        }
    }
Пример #2
0
 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>();
 }