public override void Run(List <string> arguments) { if (arguments.Count == 0) { EditorManager.ToggleEditorMode(); if (EditorManager.InEditor) { Console.Instance.PrintToReportText("Opened editor"); } else { Console.Instance.PrintToReportText("Closed editor"); } return; } if (arguments[0] == "open") { EditorManager.OpenEditor(); Console.Instance.PrintToReportText("Opened editor"); } else if (arguments[0] == "close") { EditorManager.CloseEditor(); Console.Instance.PrintToReportText("Closed editor"); } else { Console.Instance.PrintToReportText("Possible arguments for the editor command are 'open' and 'close'"); } }
public static void LoadMazeLevel(MazeLevelData mazeLevelData) { //If we are in the editor, first close the editor mode before loading a maze through the consule if (EditorManager.InEditor) { EditorManager.CloseEditor(); } if (PersistentGameManager.CurrentSceneType == SceneType.Overworld) { Logger.Warning("We are currently in the overworld scene. Do not load maze but return."); return; } // Make checks such as if there are starting locations for the players MazeLevelGameplayManager.Instance.UnloadLevel(); MazeLevelGameplayManager.Instance.SetupLevel(mazeLevelData); // sets new Level in MazeLevelManager }
public static void LoadOverworld(OverworldData overworldData) { //If we are in the editor, first close the editor mode before loading an overworld through the consule if (EditorManager.InEditor) { EditorManager.CloseEditor(); } if (PersistentGameManager.CurrentSceneType == SceneType.Maze) { Logger.Warning("We are currently in the maze scene. Do not load overworld but return."); return; } // Make checks such as if there are starting locations for the players OverworldGameplayManager.Instance.UnloadOverworld(); OverworldGameplayManager.Instance.SetupOverworld(overworldData); // sets new Overworld in OverworldManager }