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 UnityEditor;
public class WorldEditor : MonoBehaviour
public class WorldMapManager : MonoBehaviour
{
[SerializeField]
private GameObject[] buttonList;
private GameObject[] _buttonList;
[SerializeField]
private Sprite _unlockedIcon;
[SerializeField]
private Sprite _lockedIcon;
[SerializeField]
private Sprite _savedIcon;
[SerializeField]
private LevelSaveClass saveClass;
// Start is called before the first frame update
private WorldMapSave _worldMapSave;
void Start()
{
//TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde;
_worldMapSave = new WorldMapSave();
UnlockLevels();
}
// Update is called once per frame
void Update()
{
}
/**
* Debloque les niveaux deja debloquer dans le fichier de sauvegarde majeur.
*/
public void UnlockLevels()
{
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);
ShowUnlockedIcon(CurrentLevelButton);
}
else if (saveClass.GetLevelState(counterIndex) == LevelSaveClass.LevelState.LOCKED)
else if (_worldMapSave.GetLevelState(counterIndex) == WorldMapSave.LevelState.LOCKED)
{
//CurrentLevelButton.SetActive(false);
ShowLockedIcon(CurrentLevelButton);
@ -58,7 +52,6 @@ public class WorldEditor : MonoBehaviour
counterIndex++;
}
}
private void ShowLockedIcon(GameObject currentLevelButton)
{
currentLevelButton.GetComponent<Image>().sprite = _lockedIcon;
@ -76,10 +69,10 @@ public class WorldEditor : MonoBehaviour
public void CallLevelWorld1(int 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 UnityEngine;
public class LevelSaveClass : MonoBehaviour
public class WorldMapSave
{
public enum LevelState
{
@ -14,18 +14,6 @@ public class LevelSaveClass : MonoBehaviour
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 };
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void UnlockNextLevel(int levelNumber)
{
if(levelNumber == 10)

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