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().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); } } }