// First place of all levelnumbers on entering the scene. id == number to place around private static void PlaceLevelNumbers(int id) { Debug.Log("PlaceLevelNumbers(int id) " + id); for (int i = 2; i >= -2; i--) { int y = -i; if (UILevelMatchesLevel(id + i) && !placedLevelNumbers.Any(x => x.id == (id + i)) && !placedLevelNumbers.Any(x => x.position == i) && ProgressManager.GetProgress().storyProgress.lastUnlockedLevel >= id + i) { //Debug.Log("matches: " + i); UILevelNumber nbr = (UILevelNumber)Instantiate(uiLevelNumberPrefab.GetComponent <UILevelNumber>(), Vector3.zero, Quaternion.identity); nbr.position = i; nbr.id = id + i; nbr.gameObject.transform.parent = _instance.numberParent.transform; nbr.gameObject.transform.localPosition = Vector3.zero; placedLevelNumbers.Add(nbr); } else if (UILevelMatchesLevel(id + y) && !placedLevelNumbers.Any(x => x.id == (id + y)) && !placedLevelNumbers.Any(x => x.position == y) && ProgressManager.GetProgress().storyProgress.lastUnlockedLevel >= id + y) { //Debug.Log("matches: " + y); UILevelNumber nbr = (UILevelNumber)Instantiate(uiLevelNumberPrefab.GetComponent <UILevelNumber>(), Vector3.zero, Quaternion.identity); nbr.position = y; nbr.id = id + y; nbr.gameObject.transform.parent = _instance.numberParent.transform; nbr.gameObject.transform.localPosition = Vector3.zero; placedLevelNumbers.Add(nbr); } } }
public static void PlaceLevelNumber(int id, int position) { if (position < 3 && position > -3) { if (UILevelMatchesLevel(id) && !placedLevelNumbers.Any(x => x.id == id) && ProgressManager.GetProgress().storyProgress.lastUnlockedLevel >= id) { UILevelNumber nbr = (UILevelNumber)Instantiate(uiLevelNumberPrefab.GetComponent <UILevelNumber>(), Vector3.zero, Quaternion.identity); nbr.position = position; nbr.id = id; nbr.gameObject.transform.parent = _instance.numberParent.transform; nbr.gameObject.transform.localPosition = Vector3.zero; placedLevelNumbers.Add(nbr); } } }