Clean code; Remove text on levels; Load game scene for now when clicking on a level btn

This commit is contained in:
craftwill 2023-07-14 13:01:21 -04:00
parent d12b9c2a62
commit 1d147bb207
8 changed files with 103 additions and 97 deletions

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@ -6,46 +6,40 @@ using UnityEngine.SceneManagement;
using System; using System;
using UnityEditor; using UnityEditor;
public class WorldEditor : MonoBehaviour public class WorldMapManager : MonoBehaviour
{ {
[SerializeField] [SerializeField]
private GameObject[] buttonList; private GameObject[] _buttonList;
[SerializeField] [SerializeField]
private Sprite _unlockedIcon; private Sprite _unlockedIcon;
[SerializeField] [SerializeField]
private Sprite _lockedIcon; private Sprite _lockedIcon;
[SerializeField] [SerializeField]
private Sprite _savedIcon; private Sprite _savedIcon;
[SerializeField]
private LevelSaveClass saveClass;
// Start is called before the first frame update private WorldMapSave _worldMapSave;
void Start() void Start()
{ {
//TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde; //TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde;
_worldMapSave = new WorldMapSave();
UnlockLevels(); UnlockLevels();
} }
// Update is called once per frame
void Update()
{
}
/** /**
* Debloque les niveaux deja debloquer dans le fichier de sauvegarde majeur. * Debloque les niveaux deja debloquer dans le fichier de sauvegarde majeur.
*/ */
public void UnlockLevels() public void UnlockLevels()
{ {
int counterIndex = 0; int counterIndex = 0;
foreach(GameObject CurrentLevelButton in buttonList) foreach(GameObject CurrentLevelButton in _buttonList)
{ {
if (saveClass.GetLevelState(counterIndex) == LevelSaveClass.LevelState.UNLOCKED) if (_worldMapSave.GetLevelState(counterIndex) == WorldMapSave.LevelState.UNLOCKED)
{ {
CurrentLevelButton.SetActive(true); CurrentLevelButton.SetActive(true);
ShowUnlockedIcon(CurrentLevelButton); ShowUnlockedIcon(CurrentLevelButton);
} }
else if (saveClass.GetLevelState(counterIndex) == LevelSaveClass.LevelState.LOCKED) else if (_worldMapSave.GetLevelState(counterIndex) == WorldMapSave.LevelState.LOCKED)
{ {
//CurrentLevelButton.SetActive(false); //CurrentLevelButton.SetActive(false);
ShowLockedIcon(CurrentLevelButton); ShowLockedIcon(CurrentLevelButton);
@ -58,7 +52,6 @@ public class WorldEditor : MonoBehaviour
counterIndex++; counterIndex++;
} }
} }
private void ShowLockedIcon(GameObject currentLevelButton) private void ShowLockedIcon(GameObject currentLevelButton)
{ {
currentLevelButton.GetComponent<Image>().sprite = _lockedIcon; currentLevelButton.GetComponent<Image>().sprite = _lockedIcon;
@ -76,10 +69,10 @@ public class WorldEditor : MonoBehaviour
public void CallLevelWorld1(int levelToCall) public void CallLevelWorld1(int levelToCall)
{ {
string levelToGet = "1-" + levelToCall; string levelToGet = "1-" + levelToCall;
if (buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked") if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
{ {
LevelManager.Instance.LoadLevel(levelToGet, true); SceneManager.LoadScene("Game");
//LevelManager.Instance.LoadLevel(levelToGet, true);
} }
} }
} }

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class LevelSaveClass : MonoBehaviour public class WorldMapSave
{ {
public enum LevelState public enum LevelState
{ {
@ -14,18 +14,6 @@ public class LevelSaveClass : MonoBehaviour
private LevelState[] levelUnlocked = { LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.SAVED, private LevelState[] levelUnlocked = { LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.SAVED,
LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED }; LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED };
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void UnlockNextLevel(int levelNumber) public void UnlockNextLevel(int levelNumber)
{ {
if(levelNumber == 10) if(levelNumber == 10)

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