private void Start() { for (int i = 0; i < levelButton.Count; i++) { int index = i; levelButton[i].onClick.AddListener(delegate { levelSelected = levels[index]; SetLevel(); }); } }
private LevelScriptable GetRandomLevel(int finalhardness) { LevelScriptable levelData = new LevelScriptable { }; return(levelData); }
//Disable =0 Special>0(needed weather number) RandomWeather <0(As lower harder) private void GenerateLevel(LevelScriptable level) { hardness = level.hardness; GenerateWeather(level.hardness, level.weatherNumber); GenerateObjects(level.generationObjectsNumber); // print("Actual => " + level.generationObjectsNumber); GenerateInGameEvents(level.inGameEventsNumber, level.hardness); GenerateInUpgradeMenuEvents(level.hardness, level.inUpgradeMenuEventsNumber); GenerateRandomEvents(level.hardness, level.randomEventsNumber); SetAllTypes(level.hardness); }
/// <summary> /// Funzione che avvia il livello successivo se presente /// </summary> public static void StartNextLevel(LevelManager _currentLevel) { LevelScriptable currentLevel = instance.lvlsManager.GetSelectedLevel(); LevelScriptable nextLevel = instance.lvlsManager.GetNextLevel(currentLevel); if (nextLevel != null) { instance.lvlsManager.SetSelectedLevel(nextLevel); } instance.gameSM.GoToLevelSetup?.Invoke(); }
private void Start() { levelConfig = SelectLevel.Instance.levelSelected; playerCollision = gameObject.GetComponent<PlayerCollision>(); middleLine = Screen.width / 2; rb = GetComponent<Rigidbody>(); _speedAward = levelConfig.speed; _speed = levelConfig.speedSide; grip = levelConfig.grip; }
public LevelScriptable GetNextLevel(LevelScriptable _level) { LevelScriptable nextLevel = null; for (int i = 0; i < levelsOrder.Count; i++) { if (_level == levelsOrder[i]) { if (i < levelsOrder.Count - 1) { nextLevel = levelsOrder[i + 1]; } } } return(nextLevel); }
private void HandleLevelSelected(UI_SelectLevelButton _levelSelected) { levelSelected = _levelSelected; LevelScriptable levelScriptable = _levelSelected.GetLevelScriptable(); if (levelScriptable.TutorialLevel) { if (OnLevelSelected != null) { OnLevelSelected(levelSelected.GetLevelScriptable(), false); } } else { EnableAllButtons(false); selectingMode = true; levelSelected.SelectModePanel(true); } }
public void ActivationClick() { LevelScriptable level = LevelLibrary.instance.GetLevel(iteration, iteration % 5 == 0); if (level == null) { level = new LevelScriptable { name = "nullName", hardness = 0, generationObjectsNumber = 0, inGameEventsNumber = 0, weatherNumber = 0, inUpgradeMenuEventsNumber = 0, randomEventsNumber = 0 }; } //print(level.name); GenerateLevel(level); }
/// <summary> /// Level Scriptable içerisindeki data bilgisi ile sahneyi yükler /// </summary> /// <param name="level"></param> public void LoadLevel(int level) { LevelScriptable levelScriptable = Resources.Load <LevelScriptable>(Path.Combine("Levels", level.ToString())); SceneData[] sceneData = levelScriptable.GetLevelData(); GameObject sceneObject; foreach (SceneData data in sceneData) { if (data.objectType == ObjectType.Player) { sceneObject = GameObject.FindGameObjectWithTag("Player"); //PlayerController.instance.gameObject; } else { GameObject prefab = Resources.Load <GameObject>(Path.Combine("Prefabs", data.objectType.ToString())); sceneObject = Instantiate(prefab, transform); } sceneObject.GetComponent <SceneObject>().SetSceneData(data); } }
private void HandleLevelSelected(LevelScriptable _selectedLevel, bool _speedRun) { context.gameManager.GetLevelsManager().SetSelectedLevel(_selectedLevel); context.gameManager.GetLevelsManager().SetMode(_speedRun); GameManager.StartGame(); }
private void AssignLevelsRequiredCollectableSize(LevelScriptable newLevel) { LevelCollectableSize = newLevel.LevelCollectablesCount; ZoneCollectable = newLevel.Zone1CollectableCount; ZoneChangeable = newLevel.ZoneChangeable; }
private void InstantiateLevel(LevelScriptable newLevel) { Instantiate(newLevel.LevelPrefab, Vector3.zero, Quaternion.identity); enabled = false; }
public void SetSelectedLevel(LevelScriptable _selectedLevel) { selectedLevel = _selectedLevel; }
private void ChangeLowPolyWaterColor(LevelScriptable newLevel) { lowPolyWater.material.color = newLevel.LowPolyWaterColor; }