/// <summary> /// /// </summary> /// <returns></returns> public static List <StoryLevelData> getStoryLevelDataFromXML(/*string level_Name*/) { List <StoryLevelData> levels = new List <StoryLevelData>(); XmlDocument xml_doc = new XmlDocument(); xml_doc.Load("Assets/Resources/level.xml"); XmlNodeList levelsInfo; levelsInfo = xml_doc.SelectNodes("LEVELS/SURVIVAL/LEVEL"); if (levelsInfo != null) { for (int i = 0; i < levelsInfo.Count; i++) { XmlNode nextLevelInfo = levelsInfo.Item(i); StoryLevelData level = new StoryLevelData(); level.spaceshipForce = int.Parse(((XmlElement)nextLevelInfo).GetElementsByTagName("VARIABLE")[0].InnerText); level.spaceshipMaxSpeed = int.Parse(((XmlElement)nextLevelInfo).GetElementsByTagName("VARIABLE")[1].InnerText); level.numberOfAliens = int.Parse(((XmlElement)nextLevelInfo).GetElementsByTagName("VARIABLE")[2].InnerText); level.numberOfAsteroids = int.Parse(((XmlElement)nextLevelInfo).GetElementsByTagName("VARIABLE")[3].InnerText); level.forceAsteroids = int.Parse(((XmlElement)nextLevelInfo).GetElementsByTagName("VARIABLE")[4].InnerText); level.numberOfTrash = int.Parse(((XmlElement)nextLevelInfo).GetElementsByTagName("VARIABLE")[5].InnerText); levels.Add(level); } } return(levels); }
// Use this for initialization protected override void Start() { base.Start(); // intro = GetComponent <StoryIntro>(); intro.StartEvent(); // Set the game mode gameManagerSingleton.CurrentGameMode = GameMode.Story; // Get the level data levelData = gameManagerSingleton.CurrentStoryLevelData; // Set the little aliens aliens = new List <GameObject>(); for (int i = 0; i < levelData.numberOfAliens; i++) { // Debug.Log("Spawning little alien"); if (alienPrefab != null) { // Revisar como organizarse con los límites float x = Random.Range(-80.0f, 80.0f); float z = Random.Range(0.0f, 180.0f); Vector3 alienPosition = new Vector3(x, 0, z); GameObject newAlien = Instantiate(alienPrefab, alienPosition, Quaternion.identity); aliens.Add(newAlien); } } // playerWayPoints = new List <GameObject>(levelData.numberOfTrash); for (int i = 0; i < levelData.numberOfTrash; i++) { GameObject newWaypoint = Instantiate(trashPrefab, Vector3.zero, Quaternion.identity); newWaypoint.SetActive(false); playerWayPoints.Add(newWaypoint); } // hud = FindObjectOfType <HUDstory> (); // Assign the rest of the data // NOTE: This should be in BaseLevelManager, have to find the way asteroidManager.numAsteroids = levelData.numberOfAsteroids; ship.force = levelData.spaceshipForce; ship.maxSpeed = levelData.spaceshipMaxSpeed; }