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1].GetComponent().sprite.name != "worldmap_level_locked") { + PlayerPrefs.SetInt("LevelToLoad", levelToCall); SceneManager.LoadScene("Game"); //LevelManager.Instance.LoadLevel(levelToGet, true); } diff --git a/Assets/Scripts/WorldMap/WorldMapSave.cs b/Assets/Scripts/WorldMap/WorldMapSave.cs index b30dc3b..fd70d52 100644 --- a/Assets/Scripts/WorldMap/WorldMapSave.cs +++ b/Assets/Scripts/WorldMap/WorldMapSave.cs @@ -11,8 +11,8 @@ public class WorldMapSave 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 }; + private LevelState[] levelUnlocked = { LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, LevelState.UNLOCKED, + LevelState.UNLOCKED, LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED }; public void UnlockNextLevel(int levelNumber) { diff --git a/Assets/Tilemaps/LevelEditorPalette.prefab b/Assets/Tilemaps/LevelEditorPalette.prefab index 74f74f0..f55de67 100644 --- a/Assets/Tilemaps/LevelEditorPalette.prefab +++ b/Assets/Tilemaps/LevelEditorPalette.prefab @@ -87,17 +87,27 @@ Tilemap: m_GameObject: {fileID: 5890485537825364348} m_Enabled: 1 m_Tiles: - 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