public void SpawnLevelBlossoms() { SpawnedBlossoms.Clear(); foreach (string blossom in ExistingBlossoms) { string blossomCurrentLevel = DialogueLua.GetVariable(blossom + "CurrentLevel").asString; // print(blossomCurrentLevel); float blossomCurrentX = DialogueLua.GetVariable(blossom + "CurrentX").asFloat; float blossomCurrentY = DialogueLua.GetVariable(blossom + "CurrentY").asFloat; Vector2 blossomPosition = new Vector2(blossomCurrentX, blossomCurrentY); if (SceneManager.GetActiveScene().name == blossomCurrentLevel) { if (DialogueLua.GetVariable(blossom + "ForSale").asBool == true) { BlossomData newBlossom = Instantiate(BlossomStoreDummy, blossomPosition, transform.rotation); newBlossom.GetComponent <BlossomDataSaver>().ApplyPersistentData(blossom); SpawnedBlossoms.Add(blossom, newBlossom); } else { BlossomData newBlossom = Instantiate(BlossomPrefab, blossomPosition, transform.rotation); newBlossom.GetComponent <BlossomDataSaver>().ApplyPersistentData(blossom); SpawnedBlossoms.Add(blossom, newBlossom); } } } }
public void SpawnBlossom(string pBlossomID, Vector2 pPosition) { if (ExistingBlossoms.Contains(pBlossomID) == false) { return; } if (SpawnedBlossoms.ContainsKey(pBlossomID) == true) { DespawnBlossom(pBlossomID); } BlossomData newBlossom = Instantiate(BlossomPrefab, pPosition, transform.rotation); newBlossom.GetComponent <BlossomDataSaver>().ApplyPersistentData(pBlossomID); SpawnedBlossoms.Add(pBlossomID, newBlossom); }