Пример #1
0
        private void FindReferences()
        {
            LevelsManager lvlManager = GameObject.Find("LevelsManager").GetComponent <LevelsManager>();

            LevelsManager.state.CurrentLoadedLevel = this;
            lvlManager.LinkGameManager(this);
        }
Пример #2
0
 public void NextLevel()
 {
     //Debug.Log(LevelsManager.state.CurrentLoadedLevel.TowerParameters.Levels[LevelsManager.state.CurrentLoadedLevel.IndexInTower + 1].gameObject.name);
     if (LevelsManager.state.CurrentLoadedLevel.IndexInTower + 1 == LevelsManager.state.CurrentLoadedLevel.TowerParameters.Levels.Length)
     {
         SceneManager.LoadScene(0);
     }
     else
     {
         LevelsManager.LoadNewLevel(LevelsManager.state.CurrentLoadedLevel.TowerParameters.Levels[LevelsManager.state.CurrentLoadedLevel.IndexInTower + 1].gameObject.name);
     }
 }
Пример #3
0
        public static void ReloadCurrentLevel()
        {
            string name = LevelsManager.state.CurrentLoadedLevel.gameObject.name;

            Destroy(LevelsManager.state.CurrentLoadedLevel.gameObject);
            GameObject newlevel = Instantiate(Resources.Load("Levels/" + name)) as GameObject;

            newlevel.transform.position = new Vector3(0, 13.07f, 0);
            newlevel.name = LevelsManager.GetRealPrefabName(newlevel);
            LevelsManager.state.CurrentLoadedLevel = newlevel.GetComponent <GameManager>();
            newlevel.GetComponent <GameManager>().SetReferences(LevelsManager.state.Zoom, LevelsManager.state.CamFollow, LevelsManager.state.UImanager);
            LevelsManager.state.CurrentLoadedLevel.StartProgression(true, false);
            GameManager.gameState.UiManager.Hide();
        }
Пример #4
0
        public static void LoadNewLevel(string levelName)
        {
            if (LevelsManager.state.CurrentLoadedLevel != null) // check if we are loading a level from scratch, or if we are loading the next level.
            {
                LevelsManager.state.PreviousLoadedLevel = LevelsManager.state.CurrentLoadedLevel;
                LevelsManager.state.PreviousLoadedLevel.StartProgression(false, true);
            }
            GameObject newlevel = Instantiate(Resources.Load("Levels/" + levelName)) as GameObject;

            newlevel.transform.position = new Vector3(0, 13.07f, 0);
            newlevel.name = LevelsManager.GetRealPrefabName(newlevel);
            LevelsManager.state.CurrentLoadedLevel = newlevel.GetComponent <GameManager>();
            newlevel.GetComponent <GameManager>().SetReferences(LevelsManager.state.Zoom, LevelsManager.state.CamFollow, LevelsManager.state.UImanager);
            GameManager.gameState.UiManager.Hide();
            LevelsManager.state.CurrentLoadedLevel.StartProgression(true, false);
        }
Пример #5
0
        private void Start()
        {
            LevelsManager.state.SaveUtility(camZoom, ui, camFollow);
            if (useMainMenu)
            {
                if (SelectedLevelHolder.selectedLevel == "")
                {
                    levelName = "W_" + world.ToString() + "T_" + tower.ToString() + "L_" + level.ToString();
                }
                else
                {
                    levelName = SelectedLevelHolder.selectedLevel;
                }
            }
            else
            {
                levelName = "W_" + world.ToString() + "T_" + tower.ToString() + "L_" + level.ToString();
            }

            if (shouldLoadLevels)
            {
                LevelsManager.LoadNewLevel(levelName);
            }
        }
Пример #6
0
 public void Reload()
 {
     LevelsManager.ReloadCurrentLevel();
 }
Пример #7
0
 /// <summary>
 /// Reloads current level.
 /// </summary>
 private void ReloadScene()
 {
     LevelsManager.ReloadCurrentLevel();
 }