Added new levels

This commit is contained in:
Hazim Bin Ijaz 2025-08-27 17:41:31 +05:00
parent 7c7e61781c
commit 07626aa550
5 changed files with 88 additions and 18 deletions

View File

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@ -226483,6 +226510,16 @@ PrefabInstance:
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value: Level 3
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@ -294353,6 +294402,7 @@ MonoBehaviour:
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levelStartTriggers: []
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View File

@ -13,8 +13,8 @@ MonoBehaviour:
m_Name: Level 1
m_EditorClassIdentifier:
objectives:
- Go to the marked objective
- Kill all the enemies
- 'LEVEL 1: Go to the marked objective'
- 'LEVEL 1: Kill all the enemies'
startObjectiveIndex: 0
autoAdvanceOnComplete: 1
clearWavesObjectiveIndex: -1

View File

@ -13,8 +13,8 @@ MonoBehaviour:
m_Name: Level 2
m_EditorClassIdentifier:
objectives:
- Go to the marked objective
- Kill all the enemies
- 'LEVEL2: Go to the marked objective'
- 'LEVEL 2: Kill all the enemies'
startObjectiveIndex: 0
autoAdvanceOnComplete: 1
clearWavesObjectiveIndex: -1

View File

@ -13,8 +13,8 @@ MonoBehaviour:
m_Name: Level 3
m_EditorClassIdentifier:
objectives:
- Go to the marked objective
- Kill all the enemies
- 'LEVEL 3: Go to the marked objective'
- 'LEVEL 3: Kill all the enemies'
startObjectiveIndex: 0
autoAdvanceOnComplete: 1
clearWavesObjectiveIndex: -1

View File

@ -11,7 +11,7 @@ public class GameplayManager : MonoBehaviour
private int currentLevelIndex = -1;
private Level currentLevel;
[SerializeField] private List<GameObject> levelStartTriggers;
private void Awake()
{
if (Instance == null)
@ -31,8 +31,17 @@ public class GameplayManager : MonoBehaviour
}
var upcomingLevel = levels[0];
ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
EnableOnlyTrigger(0);
}
private void EnableOnlyTrigger(int index)
{
if (levelStartTriggers == null) return;
for (int i = 0; i < levelStartTriggers.Count; i++)
if (levelStartTriggers[i] != null)
levelStartTriggers[i].SetActive(i == index);
}
public void StartLevel(int index)
{
if (index < 0 || index >= levels.Count)
@ -68,18 +77,29 @@ public class GameplayManager : MonoBehaviour
// If you want to auto-progress:
int next = currentLevelIndex + 1;
var upcomingLevel = levels[currentLevelIndex];
ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
// var upcomingLevel = levels[currentLevelIndex];
// ObjectiveManager.Instance.SetList(upcomingLevel.config.objectives);
if (next < levels.Count)
{
StartLevel(next);
}
else
{
Debug.Log("GameplayManager: All levels completed!");
var upcomingLevel = levels[next];
ObjectiveManager.Instance.SetList(
upcomingLevel.config.objectives,
upcomingLevel.config.startObjectiveIndex
);
}
EnableOnlyTrigger(next);
// if (next < levels.Count)
// {
// StartLevel(next);
// }
// else
// {
// Debug.Log("GameplayManager: All levels completed!");
// }
}
private void LoadUpNextLevel()
{
int next = currentLevelIndex + 1;