using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine; using UnityEngine.SceneManagement; using System; using UnityEditor; public class WorldEditor : MonoBehaviour { [SerializeField] GameObject[] buttonList; [SerializeField] private Sprite _unlockedIcon; [SerializeField] private Sprite _lockedIcon; [SerializeField] private Sprite _savedIcon; // Start is called before the first frame update void Start() { //TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde; UnlockLevels(); } // Update is called once per frame void Update() { } /** * Debloque les niveaux deja debloquer dans le fichier de sauvegarde majeur. */ public void UnlockLevels() { foreach(GameObject CurrentLevelButton in buttonList) { //TODO: a Remplacer avec une confirmation que le niveau est debloque. if (true) { CurrentLevelButton.SetActive(true); ShowUnlockedIcon(CurrentLevelButton); } else if (false) { CurrentLevelButton.SetActive(false); ShowLockedIcon(CurrentLevelButton); } else { ShowSavedIcon(CurrentLevelButton); } } } private void ShowLockedIcon(GameObject currentLevelButton) { currentLevelButton.GetComponent().sprite = _lockedIcon; } private void ShowUnlockedIcon(GameObject currentLevelButton) { currentLevelButton.GetComponent().sprite = _unlockedIcon; } private void ShowSavedIcon(GameObject currentLevelButton) { currentLevelButton.GetComponent().sprite = _savedIcon; } public void CallLevelWorld1(int levelToCall) { string levelToGet = "1-" + levelToCall; if (buttonList[levelToCall - 1].GetComponent().sprite.name != "worldmap_level_locked.png") { LevelManager.Instance.LoadLevel(levelToGet, true); } } }