private void LoadLevelNumber(int lvlnumber) { List <GameObject> thisLevelNodes = new List <GameObject>(); TextAsset lvl = (TextAsset)Resources.Load("lvl" + lvlnumber, typeof(TextAsset)); if (lvl == null) { throw new UnityException("LEVEL " + lvlnumber + "WAS NOT FOUND IN RESOURCES"); } PerkManager.MaxLevel.value = Mathf.Max(PerkManager.MaxLevel.value, lvlnumber); string[] lines = lvl.text.Replace("\r", "").Split('\n'); foreach (var l in lines) { string[] args = l.Split('\t'); if (args[0] == "NODE") { NetworkNode.NodeType type = (NetworkNode.NodeType)System.Enum.Parse(typeof(NetworkNode.NodeType), args[1]); int percent = Mathf.Clamp(int.Parse(args[2]), 0, 100); NetworkNode.NodeState state = (NetworkNode.NodeState)System.Enum.Parse(typeof(NetworkNode.NodeState), args[3]); int x = int.Parse(args[4]); int y = int.Parse(args[5]); thisLevelNodes.Add(fac.SpawnNetworkNode((int)type, percent, state, getPosition(x, y))); } else if (args[0] == "CONN") { int A = int.Parse(args[1]); int B = int.Parse(args[2]); fac.CreateConnection(thisLevelNodes[A], thisLevelNodes[B]); } } GameManager.listOfNodesAdd(thisLevelNodes.ToArray()); }
public static void SetNodeType(NetworkNode.NodeType nt) { thisHud._nodeTypeText.text = GetEnumDescription <NetworkNode.NodeType>(nt); }