using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine; using UnityEngine.SceneManagement; using System; public class WorldEditor : MonoBehaviour { [SerializeField] GameObject[] buttonList; // 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 = Resources.Load("worldmap_level_locked"); } private void ShowUnlockedIcon(GameObject currentLevelButton) { currentLevelButton.GetComponent().sprite = Resources.Load("worldmap_level_playable"); } private void ShowSavedIcon(GameObject currentLevelButton) { currentLevelButton.GetComponent().sprite = Resources.Load("worldmap_level_completed"); } public void CallLevelWorld1(int levelToCall) { //TODO: Appliquer l'appel du code et la creation du niveau comme demander. string levelToGet = "1-" + levelToCall; //LevelManager.Instance.LoadLevel(levelToGet); } }