ShantiManti/Assets/game/Scripts/Endlevel.cs
MarcUs7i 3590f3a09e Refactored & removed bugs in "Bonus" scene
Refactored Bonus & Ambulance code
Renamed everything in "Bonus" scene, so it's english.
Deleted unused GameObjects
Merged single-purpose GameObjects
2024-10-04 11:11:37 +02:00

70 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Endlevel : MonoBehaviour
{
public string levelToLoad = "Level2";
public SceneFader sceneFader;
public static int level = 0;
private int SetLevel;
public static bool nextLevel = false;
void Awake()
{
//Make Collider2D as trigger
GetComponent<Collider2D>().isTrigger = true;
level = PlayerSaving.level;
Debug.Log(level);
SetLevel = GetValueForSetLevel();
}
void OnTriggerEnter2D(Collider2D c2d)
{
if (c2d.CompareTag("Player"))
{
level = SetLevel;
Debug.Log(level);
sceneFader.FadeTo(levelToLoad);
}
}
void Update()
{
if (level != PlayerSaving.level && !PlayerSaving.Deleting)
{
if (PlayerSaving.level < level)
{
PlayerSaving.level = level;
PlayerSaving.SavePlayer();
//Debug.Log("Saved " + PlayerSaving.levels + " Level");
}
}
if (nextLevel)
{
nextLevel = false;
level = SetLevel;
Debug.Log(level);
sceneFader.FadeTo(levelToLoad);
}
}
public int GetValueForSetLevel()
{
if(!levelToLoad.StartsWith("level"))
{
return 0;
}
string levelInString = "";
for(int i = 0; i < levelToLoad.Length; i++)
{
if (char.IsDigit(levelToLoad[i]))
{
levelInString += levelToLoad[i];
}
}
return int.Parse(levelInString);
}
}