void Start() { targetData_LGSMB = new LinearGame_SameMatch_Basic_Data(); targetData_LGSMI = new LinearGame_SameMatch_Intermediate_Data(); targetData_LGSMA = new LinearGame_SameMatch_Advanced_Data(); targetData_LGDMB = new LinearGame_DifferentMatch_Basic_Data(); targetData_LGDMI = new LinearGame_DifferentMatch_Intermediate_Data(); targetData_LGDMA = new LinearGame_DifferentMatch_Advanced_Data(); targetData_LGPB = new LinearGame_Perception_Basic_Data(); targetData_LGPI = new LinearGame_Perception_Intermediate_Data(); targetData_LGPA = new LinearGame_Perception_Advanced_Data(); targetData_LGEB = new LinearGame_Expression_Basic_Data(); targetData_LGEI = new LinearGame_Expression_Intermediate_Data(); targetData_LGEA = new LinearGame_Expression_Advanced_Data(); // Create game data folder for (int i = 0; i < 12; i++) { if (!Directory.Exists(Application.persistentDataPath + "/" + (LevelType)i)) { Directory.CreateDirectory(Application.persistentDataPath + "/" + (LevelType)i); } } RefreshLoadList(); }
public void LoadLevel() { if (currentLevelPrefab_LoadUI == null) { return; } string levelName = currentLevelPrefab_LoadUI.GetComponent <LevelData_Load>().levelName; switch (LevelModeToLoad) { case LevelType.LinearGame_SameMatch_Basic: targetData_LGSMB = SaveLoadManager.Load <LinearGame_SameMatch_Basic_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_SameMatch_Intermediate: targetData_LGSMI = SaveLoadManager.Load <LinearGame_SameMatch_Intermediate_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_SameMatch_Advanced: targetData_LGSMA = SaveLoadManager.Load <LinearGame_SameMatch_Advanced_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_DifferentMatch_Basic: targetData_LGDMB = SaveLoadManager.Load <LinearGame_DifferentMatch_Basic_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_DifferentMatch_Intermediate: targetData_LGDMI = SaveLoadManager.Load <LinearGame_DifferentMatch_Intermediate_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_DifferentMatch_Advanced: targetData_LGDMA = SaveLoadManager.Load <LinearGame_DifferentMatch_Advanced_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_Perception_Basic: targetData_LGPB = SaveLoadManager.Load <LinearGame_Perception_Basic_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_Perception_Intermediate: targetData_LGPI = SaveLoadManager.Load <LinearGame_Perception_Intermediate_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_Perception_Advanced: targetData_LGPA = SaveLoadManager.Load <LinearGame_Perception_Advanced_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_Expression_Basic: targetData_LGEB = SaveLoadManager.Load <LinearGame_Expression_Basic_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_Expression_Intermediate: targetData_LGEI = SaveLoadManager.Load <LinearGame_Expression_Intermediate_Data>(levelName, encoding, LevelModeToLoad); break; case LevelType.LinearGame_Expression_Advanced: targetData_LGEA = SaveLoadManager.Load <LinearGame_Expression_Advanced_Data>(levelName, encoding, LevelModeToLoad); break; } }