Hello i need help upgrading the GameManager script from the 2D Rougelike game tutorials. I need help changing the OnLevelWasLoaded code to LoadScene code. Any help will be greatly appreciated i have included my GameManager code for reference.
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using System.Collections.Generic; //Allows us to use Lists.
using UnityEngine.UI; //Allows us to use UI.
public class GameManager : MonoBehaviour
{
public float levelStartDelay = 2f; //Time to wait before starting level, in seconds.
public float turnDelay = 0.1f; //Delay between each Player turn.
public int playerFoodPoints = 100; //Starting value for Player food points.
public static GameManager instance = null; //Static instance of GameManager which allows it to be accessed by any other script.
[HideInInspector]
public bool playersTurn = true; //Boolean to check if it's players turn, hidden in inspector but public.
private Text levelText; //Text to display current level number.
private GameObject levelImage; //Image to block out level as levels are being set up, background for levelText.
private BoardManager boardScript; //Store a reference to our BoardManager which will set up the level.
private int level = 1; //Current level number, expressed in game as "Day 1".
private List enemies; //List of all Enemy units, used to issue them move commands.
private bool enemiesMoving; //Boolean to check if enemies are moving.
private bool doingSetup = true; //Boolean to check if we're setting up board, prevent Player from moving during setup.
//Awake is always called before any Start functions
void Awake()
{
//Check if instance already exists
if (instance == null)
//if not, set instance to this
instance = this;
//If instance already exists and it's not this:
else if (instance != this)
//Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
Destroy(gameObject);
//Sets this to not be destroyed when reloading scene
DontDestroyOnLoad(gameObject);
//Assign enemies to a new List of Enemy objects.
enemies = new List();
//Get a component reference to the attached BoardManager script
boardScript = GetComponent();
//Call the InitGame function to initialize the first level
InitGame();
}
//This is called each time a scene is loaded.
void OnLevelWasLoaded(int index)
{
//Add one to our level number.
level++;
//Call InitGame to initialize our level.
InitGame();
}
//Initializes the game for each level.
void InitGame()
{
//While doingSetup is true the player can't move, prevent player from moving while title card is up.
doingSetup = true;
//Get a reference to our image LevelImage by finding it by name.
levelImage = GameObject.Find("LevelImage");
//Get a reference to our text LevelText's text component by finding it by name and calling GetComponent.
levelText = GameObject.Find("LevelText").GetComponent();
//Set the text of levelText to the string "Day" and append the current level number.
levelText.text = "Day " + level;
//Set levelImage to active blocking player's view of the game board during setup.
levelImage.SetActive(true);
//Call the HideLevelImage function with a delay in seconds of levelStartDelay.
Invoke("HideLevelImage", levelStartDelay);
//Clear any Enemy objects in our List to prepare for next level.
enemies.Clear();
//Call the SetupScene function of the BoardManager script, pass it current level number.
boardScript.SetupScene(level);
}
//Hides black image used between levels
void HideLevelImage()
{
//Disable the levelImage gameObject.
levelImage.SetActive(false);
//Set doingSetup to false allowing player to move again.
doingSetup = false;
}
//Update is called every frame.
void Update()
{
//Check that playersTurn or enemiesMoving or doingSetup are not currently true.
if (playersTurn || enemiesMoving || doingSetup)
//If any of these are true, return and do not start MoveEnemies.
return;
//Start moving enemies.
StartCoroutine(MoveEnemies());
}
//Call this to add the passed in Enemy to the List of Enemy objects.
public void AddEnemyToList(Enemy script)
{
//Add Enemy to List enemies.
enemies.Add(script);
}
//GameOver is called when the player reaches 0 food points
public void GameOver()
{
//Set levelText to display number of levels passed and game over message
levelText.text = "After " + level + " days, you starved.";
//Enable black background image gameObject.
levelImage.SetActive(true);
//Disable this GameManager.
enabled = false;
}
//Coroutine to move enemies in sequence.
IEnumerator MoveEnemies()
{
//While enemiesMoving is true player is unable to move.
enemiesMoving = true;
//Wait for turnDelay seconds, defaults to .1 (100 ms).
yield return new WaitForSeconds(turnDelay);
//If there are no enemies spawned (IE in first level):
if (enemies.Count == 0)
{
//Wait for turnDelay seconds between moves, replaces delay caused by enemies moving when there are none.
yield return new WaitForSeconds(turnDelay);
}
//Loop through List of Enemy objects.
for (int i = 0; i < enemies.Count; i++)
{
//Call the MoveEnemy function of Enemy at index i in the enemies List.
enemies[i].MoveEnemy();
//Wait for Enemy's moveTime before moving next Enemy,
yield return new WaitForSeconds(enemies[i].moveTime);
}
//Once Enemies are done moving, set playersTurn to true so player can move.
playersTurn = true;
//Enemies are done moving, set enemiesMoving to false.
enemiesMoving = false;
}
}
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