public Path(int level, Character[] allies, AudioManager audioManager) { this.audioManager = audioManager; this.level = level; this.allies = LevelsConfiguration.UpdateAllies(allies, this.level); this.rooms = LevelsConfiguration.GetRooms(level); }
private void Awake() { if (Instance == null) { Instance = this; } _levelsConfiguration = Resources.Load <LevelsConfiguration>("LevelsConfiguration"); _currentLevel = PlayerPrefs.HasKey("CurrentLevel") ? PlayerPrefs.GetInt("CurrentLevel") : 1; // updates the UI with the corresponding level fruit notations foreach (var fruit in GetCurrentLevel().LevelFruits.Where(f => f != LevelFruit.None)) { var levelFruit = Instantiate(LevelPrefab, LevelContainer.transform); levelFruit.GetComponent <Image>().sprite = GameController.Instance.GetFruitSpriteFromData(fruit); } }