problème : pas de moyen de sauvegarder et de charger les niveaux entamés solution : fonctions save et load dans le LevelManager
232 lines
6.7 KiB
C#
232 lines
6.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Unity.Plastic.Newtonsoft.Json;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using GatherAndDefend.LevelEditor;
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#region [custom inspector]
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor(typeof(LevelManagerScript))]
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public class LevelManagerEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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if (GUILayout.Button("Save"))
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{
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LevelManager.Instance.SaveLevel();
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}
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if (GUILayout.Button("Load"))
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{
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LevelManager.Instance.LoadSave();
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}
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}
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}
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#endif
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#endregion
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#region [singleton level manager]
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public class LevelManager : Singleton<LevelManager>
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{
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public delegate void LevelAction(ILevelObject levelObject);
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public delegate bool LevelPredicate<T>(T levelObject) where T : ILevelObject;
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public event LevelAction Added;
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public event LevelAction Removed;
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private readonly List<ILevelObject> _toAdd;
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private readonly List<ILevelObject> _toRemove;
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private readonly List<ILevelObject> _levelObjects;
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public Level _currentLevel;
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public Transform LevelTransform
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{
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get;private set;
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}
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public LevelManager()
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{
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_toAdd = new List<ILevelObject>();
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_toRemove = new List<ILevelObject>();
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_levelObjects = new List<ILevelObject>();
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var mgrScript = Object.FindObjectOfType<LevelManagerScript>();
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if (!mgrScript) mgrScript = new GameObject(nameof(LevelManager)).AddComponent<LevelManagerScript>();
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LevelTransform = mgrScript.transform;
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}
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#region [~CRUD~]
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public void Add(ILevelObject levelObject)
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{
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_toAdd.Add(levelObject);
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}
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public void Remove(ILevelObject levelObject)
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{
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_toRemove.Add(levelObject);
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}
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public void Clear()
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{
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_toAdd.Clear();
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_toRemove.Clear();
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_levelObjects.Clear();
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}
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public T Get<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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if (predicate == null) predicate = (generic) => true;
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return (T)_levelObjects.Find(levelObject => levelObject is T generic && predicate(generic));
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}
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public List<T> GetAll<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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if (predicate == null) predicate = (generic) => true;
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List<T> ret = new();
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foreach (var levelObject in _levelObjects) if (levelObject is T generic && predicate(generic)) ret.Add(generic);
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return ret;
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}
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public int Count<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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return GetAll(predicate).Count;
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}
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public bool Has<T>(LevelPredicate<T> predicate = null) where T : ILevelObject
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{
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if (predicate == null) predicate = (generic) => true;
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return _levelObjects.Exists(levelObject => levelObject is T generic && predicate(generic));
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}
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#endregion
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#region [Level management]
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public void UpdateLevel()
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{
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_levelObjects.ForEach(levelObject => levelObject.LevelUpdate());
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var toAdd = new List<ILevelObject>(this._toAdd);
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toAdd.ForEach(addedObject =>
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{
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this._toAdd.Remove(addedObject);
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_levelObjects.Add(addedObject);
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Added?.Invoke(addedObject);
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addedObject.LevelStart();
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});
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var toRemove = new List<ILevelObject>(this._toRemove);
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toRemove.ForEach(removedObject =>
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{
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this._toRemove.Remove(removedObject);
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_levelObjects.Remove(removedObject);
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Removed?.Invoke(removedObject);
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removedObject.LevelDestroy();
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});
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toRemove.Clear();
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}
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private string saved;
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public void ClearLevel()
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{
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foreach (var obj in _levelObjects)
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{
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obj.RemoveFromLevel();
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}
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Clear();
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}
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public void SaveLevel()
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{
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var list = _levelObjects.Select(obj => obj.ToDictionary()).ToList();
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list.Add(new Dictionary<string, object>()
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{
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{Database.TYPE, "Level" },
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{"Name", _currentLevel.name }
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});
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saved = JsonConvert.SerializeObject(list);
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Debug.Log("game saved successfully");
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}
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public void LoadLevel(string levelName, bool clear = false)
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{
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if (clear)
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{
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ClearLevel();
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}
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//fetch level from database
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_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
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Grid grid = Object.FindObjectOfType<Grid>();
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//create new grid if there is none
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if (!grid)
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{
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grid = new GameObject("Grid").AddComponent<Grid>();
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}
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//remove all tilemaps if there is a grid
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else
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{
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foreach (Transform child in grid.transform)
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{
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Object.Destroy(child.gameObject);
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}
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}
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//generate all tilemaps
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foreach (TilemapData tilemapData in _currentLevel)
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{
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var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
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tilemap.gameObject.AddComponent<TilemapRenderer>();
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tilemapData.LoadToTilemap(tilemap);
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tilemap.transform.SetParent(grid.transform);
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}
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Debug.Log("level loaded successfully");
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}
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public void LoadSave()
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{
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ClearLevel();
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var dicts = JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved);
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//instantiate all prefabs
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foreach (var dict in JsonConvert.DeserializeObject<List<Dictionary<string, object>>>(saved))
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{
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switch (dict[Database.TYPE].ToString())
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{
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case nameof(Database.Prefabs):
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CreatePrefab(dict);
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break;
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case nameof(Level):
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LoadLevel(dict["Name"].ToString());
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break;
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}
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}
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Debug.Log("game loaded successfully");
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}
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private void CreatePrefab(Dictionary<string, object> dict)
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{
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var name = dict["Name"].ToString();
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var prefab = Database.Instance.Prefabs[name];
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var instance = Object.Instantiate(prefab, LevelTransform);
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var comp = instance.GetComponent<LevelObject>();
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comp.LoadDictionary(dict);
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}
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#endregion
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}
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#endregion
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#region [mono behaviour]
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public class LevelManagerScript : MonoBehaviour
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{
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public Level firstLevel;
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private static LevelManagerScript _instance;
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void Awake()
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{
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if (!_instance) _instance = this;
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else Destroy(gameObject);
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DontDestroyOnLoad(gameObject);
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LevelManager.Instance.LoadLevel(firstLevel.name, true);
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}
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void Update()
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{
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LevelManager.Instance.UpdateLevel();
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}
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}
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#endregion |