// Use this for initialization void Start() { if (God.GetCurrentLevel() == GameConstants.BRING_CAT_HINT_LEVEL) { hintToBringCat = true; } }
public void ReloadCurrentLevel() { God.GetStats().incrementStat("attempts", 1); God.GetStats().SendData(); LoadLevel(God.GetCurrentLevel(), false); // Handle if we want story to reset as well // Should hint level remain? }
public bool Interact(Cat c) { c.catInventory.Add(this); if (God.GetCurrentLevel() == GameConstants.BRING_CAT_HINT_LEVEL) { God.ShowText(HintsList.CAT_GOT_KEY); } return(true); }
public void ToggleDoorState() { if (God.GetCurrentLevel() == GameConstants.FIRST_YARN_LEVEL) { God.ShowText(HintsList.NO_YARN_PERSIST); } if (IsOpen) { CloseDoor(); } else { OpenDoor(); } }
Dictionary <string, Dictionary <string, string> > Unload() { IPersistantObject[] mapObjects = GetMapPersistantObjects(); PreSave(mapObjects); Level newPlaythroughVersion = new Level(God.GetCurrentLevel()); Dictionary <string, Dictionary <string, string> > levelState = new Dictionary <string, Dictionary <string, string> >(); Dictionary <string, Dictionary <string, string> > carrying = new Dictionary <string, Dictionary <string, string> >(); foreach (IPersistantObject ip in mapObjects) { Dictionary <string, string> saved = ip.Save(); Dictionary <string, string> carry = new Dictionary <string, string>(); bool shouldAdd = false; IEnumerable <string> toPersist = ip.PersistThroughLoad(); List <string> toPersistL = toPersist.ToList(); foreach (string carriedKey in toPersistL) { if (saved.ContainsKey(carriedKey)) { carry.Add(carriedKey, saved[carriedKey]); } shouldAdd = true; } carry.Add("type", ip.GetPType().ToString()); //carry.Add("transform", ip.GetMono().transform.ToSavableString()); if (shouldAdd) { carrying.Add(ip.getID(), carry); } } foreach (IPersistantObject ip in mapObjects) { ip.Unload(); } return(carrying); }