public void ChangeToScene(string SceneToChangeTo) { thisLine = Object.FindObjectOfType <GenerateLine>(); thisLine.sceneChange(); DontDestroyOnLoad(thisLine); SceneManager.LoadScene(SceneToChangeTo, LoadSceneMode.Single); // Supposed to delete previous scene and load new one. Does not do so properly at the moment. Currently adds new scene on top of previous scene. }
public void ChangeToScene(string SceneToChangeTo) { SceneManager.LoadScene(SceneToChangeTo, LoadSceneMode.Single); DayCount.Instance.Day += 1; Debug.Log(DayCount.Instance.Day); GenerateLine thisLine = Object.FindObjectOfType <GenerateLine>(); Destroy(thisLine); }
//De-caches LineRenderer generated positions by creating an array of positions for truck to follow void Start() { //Local reference to LineRenderer object that was not deleted from scene transition Line = Object.FindObjectOfType <LineRenderer>(); Nodes = GameObject.FindGameObjectsWithTag("MapLocationalNode"); //6.25 string and node map = FindObjectOfType <GenerateLine>(); int sizeOfList = map.list_as_string.Length; foreach (string x in map.list_as_string) { if (x == null) { Debug.Log("decrement once due to null"); sizeOfList--; } } Path = new GameObject[sizeOfList]; int nodeIterate = 0; foreach (string s in map.list_as_string) { if (s != null) { foreach (GameObject node in Nodes) { if (s.Equals(node.name)) { Path[nodeIterate++] = node; } } } } //# of points since GetPositions requires an array parameter with a specific size. //line_points = Line.positionCount; //Local array for truck to follow //target = new Vector3[line_points]; target = new Vector3[sizeOfList]; //Method for retrieving positions of generated line //Line.GetPositions(target); for (int t = 0; t < target.Length; t++) { target[t] = Path[t].transform.position; } /* * * movement_flag = false; * * //Set current index position of truck * foreach (GameObject x in Nodes) * { * if (x.transform.position == transform.position) * { * break; * } * current_index++; * } * Debug.Log(current_index); // Should be 0 to start * * /* * Static_Button_Info.Up = false; * Static_Button_Info.Down = false; * Static_Button_Info.Left = false; * Static_Button_Info.Right = false; * * UI_Directions = GameObject.FindGameObjectsWithTag("UI_Directions"); * * * foreach (GameObject e in UI_Directions) * { * * if (e.name == "Right Arrow") * { * UI_Image_RIGHT = e; * Debug.Log("Success for " + e.name); * //e.SetActive(false); * } * if (e.name == "Left Arrow") * { * UI_Image_LEFT = e; * Debug.Log("Success for " + e.name); * //e.SetActive(false); * } * if (e.name == "Up Arrow") * { * UI_Image_UP = e; * Debug.Log("Success for " + e.name); * //e.SetActive(false); * } * if (e.name == "Down Arrow") * { * UI_Image_DOWN = e; * Debug.Log("Success for " + e.name + " " + e.transform.position); * } * * } * * up = Static_Button_Info.Up; * down = Static_Button_Info.Down; * left = Static_Button_Info.Left; * right = Static_Button_Info.Right; */ //Test //down = true; }