Ability to Restart Level, Player Spawning and a Test Level added + Bug Fix

This commit is contained in:
2022-02-25 13:49:11 +03:00
parent 7939328be7
commit cc479e14ba
9 changed files with 1270 additions and 1303 deletions

View File

@@ -40,5 +40,8 @@ namespace Level
gameObject.SetActive(false);
needsRestart = false;
}
[ContextMenu("Restart")]
public void Restart() => LevelManager.Instance.SwitchToLevel(LevelName);
}
}

View File

@@ -46,6 +46,8 @@ namespace Level
Destroy(this);
}
public GameObject Player { get; private set; } = null;
private void Initialize()
{
GameObject[] levelPrefabs = Resources.LoadAll<GameObject>("Levels/");
@@ -64,6 +66,11 @@ namespace Level
level.SetLevel(levelPrefab.name);
_levels.Add(levelPrefab.gameObject.name, level);
}
Player = GameObject.FindWithTag("Player");
if (Player == null)
Player = (GameObject)Instantiate(Resources.Load("Playable/Player"), transform.position, Quaternion.identity);
Player.SetActive(false);
}
public void SwitchToLevel(string levelName)
@@ -73,13 +80,16 @@ namespace Level
currentLevel = Levels[levelName];
currentLevel.Enable();
// TODO Move Player To currentLevel.StartingPoint
Player.SetActive(true);
Player.transform.position = currentLevel.StartingPoint.position;
Player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
UIManager.Instance.CloseAllCanvases();
}
private void DisableAllLevels()
{
Player.SetActive(false);
foreach (Level level in Levels.Values)
level.Disable();
}