using UnityEngine; using System.IO; public class LevelLoader : MonoBehaviour { public LevelsLoader levelsLoader; public AudioSource audioSource; public GameObject obstaclePrefab; public GameObject spikePrefab; void Start() { levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent(); levelsLoader.IncreaseTotalAttempts(); audioSource.clip = Resources.Load(Path.Combine("Musics", levelsLoader.levelCurrent.musicName)); audioSource.Play(); obstaclePrefab = Resources.Load("Prefabs/Obstacle"); spikePrefab = Resources.Load("Prefabs/Spike"); Level current = levelsLoader.levelCurrent; // Debug.Log("Level: " + current.name); // for (int i = 0; i < current.elements.Count; i++) // { // LevelElement element = current.elements[i]; // Debug.Log("Element: " + element.type + " " + element.x + " " + element.y); // } for (int index = 0; index < current.elements.Count; index++) { LevelElement element = current.elements[index]; GameObject prefab = obstaclePrefab; if (element.type == LevelElement.Type.Spike) { prefab = spikePrefab; } Instantiate(prefab, new Vector3(element.x, element.y, 0), Quaternion.identity); } // // Obstacle // // x=-6.684, y=-2.897, 0 // // scale=0.96055, 0.2326, 1 // Instantiate(obstaclePrefab, new Vector3(-6.684f, -2.897f, 0), Quaternion.identity); // // Spike // // -3.06, -2.93 // // scale=0.15, 0.15, 1 // Instantiate(spikePrefab, new Vector3(-3.06f, -2.93f, 0), Quaternion.identity); } void Update() { } }