PJ/Assets/scripts/LevelButtons.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class LevelButtons : MonoBehaviour
{
private string LoadedScene;
public GameObject BButton;
public GameObject NButton;
public GameObject Islands;
public int Isl = 0;
public int MaxIsl ;
public GameObject SetMove;
public GameObject SetMovet;
public GameObject[] Island;
public TransferScript ts;
public void FixedUpdate()
{
if (Isl == 0)
{
BButton.SetActive(false);
NButton.SetActive(true);
} else if (Isl == MaxIsl)
{
BButton.SetActive(true);
NButton.SetActive(false);
}
else
{
BButton.SetActive(true);
NButton.SetActive(true);
}
}
private void CheckIsland()
{
for (int Check = 0; Check < Island.Length; Check++)
{
if (Check == Isl)
{
Island[Check].SetActive(true);
}
else
{
Island[Check].SetActive(false);
}
}
}
public void NextIsland()
{
Isl++;
CheckIsland();
Debug.Log("i");
}
public void BackIsland()
{
Isl--;
CheckIsland();
}
public void OpenWorld()
{
End("OpenWorld");
}
public void OpenLvl(int LevelNum)
{
ts.string1 = LevelNum.ToString();
ts.bool1 = true;
DontDestroyOnLoad(ts.gameObject);
End("ImportLeverl");
//End(LevelNum+1);
}
public void temple()
{
End("Temple");
}
public void QL1()
{
End("SandQuest");
}
public void QL2()
{
End("FoodQuest");
}
public void BackLLast()
{
PlayerPrefs.SetInt("LevelCoplete", 10);
}
public void End(object S)
{
GameObject.FindGameObjectWithTag("Transition").GetComponent<Animator>().SetTrigger("End");
LoadedScene = S.ToString();
Invoke("loadS", 0.75f);
}
public void loadS()
{
try
{
int L = int.Parse(LoadedScene);
SceneManager.LoadScene(L);
}
catch
{
SceneManager.LoadScene(LoadedScene);
}
}
}