Level() { CurrentLevel = this; #if UNITY_EDITOR SceneListReader.Initialise(); #endif }
void Awake() { SceneListReader.Initialise(); Level.HighestLevel = PlayerPrefs.GetInt("Highest Level", SceneListReader.FirstLevel); LastLevel = PlayerPrefs.GetInt("Last Played Level", -1); }
SceneListSaver() { SceneListReader.Initialise(); FirstLevel = SceneListReader.FirstLevel; LastLevel = SceneListReader.LastLevel; UpdateSceneList(); Repaint(); }
public static string[] OnWillSaveAssets(string[] AssetFiles) { SceneListReader.Initialise(); CheckLevelValues(); if (!SaveList || ActiveSceneList.Length == 0) { return(AssetFiles); } string ResourcesFolder = Application.dataPath + "/Resources/"; if (!System.IO.Directory.Exists(ResourcesFolder)) { System.IO.Directory.CreateDirectory(ResourcesFolder); } System.IO.File.WriteAllText(ResourcesFolder + "Level List.bytes", ActiveSceneList.Length + "\n" + FirstLevel + "\n" + LastLevel + "\n" + string.Join("\n", ActiveSceneList)); return(AssetFiles); }