private void WalkToLevelInternal(int number) { MapLevel mapLevel = GetLevel(number); if (mapLevel.IsLocked) { Debug.Log(string.Format("Can't go to locked level number {0}.", number)); } else { WaypointsMover.Move(CharacterLevel.PathPivot, mapLevel.PathPivot, () => { RaiseLevelReached(number); CharacterLevel = mapLevel; }); } }
private void TeleportToLevelInternal(int number, bool isQuietly) { MapLevel mapLevel = GetLevel(number); if (mapLevel.IsLocked) { Debug.Log(string.Format("Can't jump to locked level number {0}.", number)); } else { WaypointsMover.transform.position = mapLevel.PathPivot.transform.position; //need to fix in the map plugin CharacterLevel = mapLevel; if (!isQuietly) { RaiseLevelReached(number); } } }
public void OnEnable() { _mapLevel = target as MapLevel; DeletePendingGameObject(); }
private void TeleportToLevelInternal(int number, bool isQuietly) { MapLevel mapLevel = GetLevel(number); if (mapLevel.IsLocked) { Debug.Log(string.Format("Can't jump to locked level number {0}.", number)); } else { WaypointsMover.transform.position = mapLevel.transform.position; CharacterLevel = mapLevel; if (!isQuietly) RaiseLevelReached(number); } }
protected MapLevel CreateMapLevel(Vector3 position, int number, MapLevel mapLevelPrefab) { MapLevel mapLevel = PrefabUtility.InstantiatePrefab(mapLevelPrefab) as MapLevel; mapLevel.transform.position = position; return mapLevel; }