// Use this for initialization void Start() { LevelGM.Instance.PathScript = this; if (PathAObstacles != null) { PathAObstacles.SetActive(false); } if (PathBObstacles != null) { PathBObstacles.SetActive(false); } /*if (Game.current == null) //If this isn't on a save file. * { * Game.current = new Game(); //Creates new default save file. * }*/ switch (LevelSet) { case Player_States.LevelSetNumber.Levels1: /*Game.current.Progress.Stage1Cleared = false; * Game.current.Progress.Stage2Cleared = false; * Game.current.Progress.Stage3Cleared = false;*/ SaveAndLoad.Save(Game.current.Progress.FileNumber); break; case Player_States.LevelSetNumber.Levels2: /*Game.current.Progress.Stage1Cleared = true; * Game.current.Progress.Stage2Cleared = false; * Game.current.Progress.Stage3Cleared = false;*/ if (PathAObstacles != null && PathBObstacles != null) { SetPathForObstacles(Game.current.Progress.Sword1); } SaveAndLoad.Save(Game.current.Progress.FileNumber); break; case Player_States.LevelSetNumber.Levels3: /*Game.current.Progress.Stage1Cleared = true; * Game.current.Progress.Stage2Cleared = true; * Game.current.Progress.Stage3Cleared = false;*/ if (PathAObstacles != null && PathBObstacles != null) { SetPathForObstacles(Game.current.Progress.Sword2); } SaveAndLoad.Save(Game.current.Progress.FileNumber); break; case Player_States.LevelSetNumber.FinalBoss: /*Game.current.Progress.Stage1Cleared = true; * Game.current.Progress.Stage2Cleared = true; * Game.current.Progress.Stage3Cleared = true;*/ SaveAndLoad.Save(Game.current.Progress.FileNumber); break; } }
/*// Update is called once per frame * void Update () { * * }*/ void SetPathForObstacles(Player_States.SwordsObtainedStatus SwordStatus) { switch (SwordStatus) { case Player_States.SwordsObtainedStatus.Obtained: PathAObstacles.SetActive(true); LevelGM.Instance.BackgroundMusicSource.Stop(); LevelGM.Instance.BackgroundMusicSource.clip = PathASong; LevelGM.Instance.BackgroundMusicSource.Play(); break; case Player_States.SwordsObtainedStatus.Ignored: PathBObstacles.SetActive(true); LevelGM.Instance.BackgroundMusicSource.Stop(); LevelGM.Instance.BackgroundMusicSource.clip = PathBSong; LevelGM.Instance.BackgroundMusicSource.Play(); break; } }