100 lines
2.5 KiB
C#
100 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System;
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public class WorldEditor : MonoBehaviour
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{
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[SerializeField]
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GameObject[] buttonList;
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// Start is called before the first frame update
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void Start()
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{
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//TODO: getMajorSaveFile() //Call et obtiens le chemin du fichier de sauvegarde;
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UnlockLevels();
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}
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// Update is called once per frame
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void Update()
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{
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}
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/**
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* Debloque les niveaux deja debloquer dans le fichier de sauvegarde majeur.
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*/
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public void UnlockLevels()
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{
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foreach(GameObject CurrentLevelButton in buttonList)
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{
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//TODO: Remplacer avec une confirmation que le niveau est debloque.
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if (true)
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{
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CurrentLevelButton.SetActive(true);
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ShowUnlockedIcon();
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}
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else
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{
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CurrentLevelButton.SetActive(false);
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ShowLockedIcon();
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}
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}
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}
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private void ShowLockedIcon()
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{
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}
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private void ShowUnlockedIcon()
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{
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}
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public void CallLevelWorld1(int levelToCall)
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{
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//TODO: Appliquer l'appel du code et la creation du niveau comme demander.
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string levelToGet = "1-" + levelToCall;
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//switch (levelToCall) {
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// case 1:
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// SceneManager.LoadScene("Game");
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// break;
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// case 2:
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// SceneManager.LoadScene("Game");
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// break;
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// case 3:
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// SceneManager.LoadScene("Game");
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// break;
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// case 4:
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// SceneManager.LoadScene("Game");
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// break;
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// case 5:
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// SceneManager.LoadScene("Game");
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// break;
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// case 6:
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// SceneManager.LoadScene("Game");
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// break;
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// case 7:
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// SceneManager.LoadScene("Game");
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// break;
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// case 8:
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// SceneManager.LoadScene("Game");
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// break;
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// case 9:
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// SceneManager.LoadScene("Game");
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// break;
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// case 10:
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// SceneManager.LoadScene("Game");
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// break;
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// case 11:
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// SceneManager.LoadScene("Game");
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// break;
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//}
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//LevelManager.Instance.LoadLevel(levelToGet);
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}
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}
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