// Use this for initialization void Start() { if (Text == null) Text = GetComponent<UnityEngine.UI.Text>(); Assert.IsNotNull(Text, "You either have to specify a Text component, or attach the Score Display to a gameobject that contains one."); _player = GameManager.Instance.GetPlayer(); _level = GameManager.Instance.Levels == null ? null : GameManager.Instance.Levels.Selected; if (!string.IsNullOrEmpty(LocalisationKey)) _localisationString = LocaliseText.Get(LocalisationKey); UpdateDisplay(); }
//parent: parent, //, GameItem parent = null) public Character(int levelNumber, string name = null, bool localiseName = true, string description = null, bool localiseDescription = true, Sprite sprite = null, int valueToUnlock = -1, Player player = null) : base(levelNumber, name: name, localiseName: localiseName, description: description, localiseDescription: localiseDescription, sprite: sprite, valueToUnlock: valueToUnlock, player: player, identifierBase: "Character", identifierBasePrefs: "C") { }
//parent: parent, //, GameItem parent = null) public Level(int levelNumber, string name = null, bool localiseName = true, string description = null, bool localiseDescription = true, Sprite sprite = null, int valueToUnlock = -1, Player player = null, bool loadFromResources = false) : base(levelNumber, name: name, localiseName: localiseName, description: description, localiseDescription: localiseDescription, sprite: sprite, valueToUnlock: valueToUnlock, player: player, identifierBase: "Level", identifierBasePrefs: "L", loadFromResources : loadFromResources) { }
//parent: parent, //, GameItem parent = null) public World(int number, string name = null, bool localiseName = true, string description = null, bool localiseDescription = true, Sprite sprite = null, int valueToUnlock = -1, Player player = null) : base(number, name: name, localiseName: localiseName, description: description, localiseDescription: localiseDescription, sprite: sprite, valueToUnlock: valueToUnlock, player: player, identifierBase: "World", identifierBasePrefs: "W") { //SelectedLevel = GameManager.Instance.Player.GetSettingInt(FullKey("SelectedLevel"), -1); }