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54 行
1.5 KiB

using System.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
[CreateAssetMenu()]
public class GameManagerSO : ScriptableObject
{
public int s_CurrentLevel = 0;
public int s_MaxAvailableLevel = 4;
// The value of -1 means no hats have been purchased
public int s_ActiveHat = -1;
public void OnEnable()
{
// When we go to the
s_CurrentLevel = 0;
}
public void ExitGame()
{
s_CurrentLevel = 0;
}
public void LoadNextLevel()
{
// We are going to be using the Addressables API to manage our scene loading and unloading, the equivalent way on the UnityEngine.SceneManagement API is:
// SceneManager.LoadSceneAsync("LoadingScene", LoadSceneMode.Single);
// Scene loaded in Single mode, the previously loaded scenes will be disposed by the Addressables.
Addressables.LoadSceneAsync("LoadingScene", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
public void LevelCompleted()
{
s_CurrentLevel++;
// Just to make sure we don't try to go beyond the allowed number of levels.
s_CurrentLevel = s_CurrentLevel % s_MaxAvailableLevel;
LoadNextLevel();
}
public void ExitGameplay()
{
Addressables.LoadSceneAsync("MainMenu", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
public void LoadStore()
{
Addressables.LoadSceneAsync("Store", UnityEngine.SceneManagement.LoadSceneMode.Single, true);
}
}