public void LoadSpecificWorld(WorldMaybeLoad world) { World.currentWorldDir = world.rootPath; World.worldGenOptions = world.worldGenOptions; World.needToGenerate = false; curMenu = MenuStatus.Hotbar; UnityEngine.SceneManagement.SceneManager.LoadScene(WORLD_SCENE_NAME); }
WorldMaybeLoad[] GetWorlds(string baseDirectory) { List <WorldMaybeLoad> result = new List <WorldMaybeLoad>(); DirectoryInfo baseDirInfo = new DirectoryInfo(baseDirectory); if (baseDirInfo.Exists) { foreach (DirectoryInfo dir in baseDirInfo.EnumerateDirectories()) { WorldMaybeLoad dirWorld = new WorldMaybeLoad(dir.FullName); if (dirWorld.isValid) { result.Add(dirWorld); } } } return(result.ToArray()); }