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Question by RedEyedDeveloper · Jun 04, 2017 at 03:11 AM · c#2d gameupgradegameplay

Upgrading the OnLevelWasLoded code to sceneloaded in Gamemanager Script for 2D Rougelike game

Hello i need help upgrading the GameManager script from the 2D Rougelike game tutorials. I need help changing the OnLevelWasLoaded code to LoadScene code. Any help will be greatly appreciated i have included my GameManager code for reference.

using UnityEngine; using System.Collections; using UnityEngine.SceneManagement;

using System.Collections.Generic; //Allows us to use Lists. using UnityEngine.UI; //Allows us to use UI.

public class GameManager : MonoBehaviour { public float levelStartDelay = 2f; //Time to wait before starting level, in seconds. public float turnDelay = 0.1f; //Delay between each Player turn. public int playerFoodPoints = 100; //Starting value for Player food points. public static GameManager instance = null; //Static instance of GameManager which allows it to be accessed by any other script. [HideInInspector] public bool playersTurn = true; //Boolean to check if it's players turn, hidden in inspector but public.

 private Text levelText;                                 //Text to display current level number.
 private GameObject levelImage;                          //Image to block out level as levels are being set up, background for levelText.
 private BoardManager boardScript;                       //Store a reference to our BoardManager which will set up the level.
 private int level = 1;                                  //Current level number, expressed in game as "Day 1".
 private List<Enemy> enemies;                          //List of all Enemy units, used to issue them move commands.
 private bool enemiesMoving;                             //Boolean to check if enemies are moving.
 private bool doingSetup = true;                         //Boolean to check if we're setting up board, prevent Player from moving during setup.



 //Awake is always called before any Start functions
 void Awake()
 {
     //Check if instance already exists
     if (instance == null)

         //if not, set instance to this
         instance = this;

     //If instance already exists and it's not this:
     else if (instance != this)

         //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
         Destroy(gameObject);

     //Sets this to not be destroyed when reloading scene
     DontDestroyOnLoad(gameObject);

     //Assign enemies to a new List of Enemy objects.
     enemies = new List<Enemy>();

     //Get a component reference to the attached BoardManager script
     boardScript = GetComponent<BoardManager>();

     //Call the InitGame function to initialize the first level 
     InitGame();
 }

 //This is called each time a scene is loaded.
 void OnLevelWasLoaded(int index)
 {
     //Add one to our level number.
     level++;
     //Call InitGame to initialize our level.
     InitGame();
 }

 //Initializes the game for each level.
 void InitGame()
 {
     //While doingSetup is true the player can't move, prevent player from moving while title card is up.
     doingSetup = true;

     //Get a reference to our image LevelImage by finding it by name.
     levelImage = GameObject.Find("LevelImage");

     //Get a reference to our text LevelText's text component by finding it by name and calling GetComponent.
     levelText = GameObject.Find("LevelText").GetComponent<Text>();

     //Set the text of levelText to the string "Day" and append the current level number.
     levelText.text = "Day " + level;

     //Set levelImage to active blocking player's view of the game board during setup.
     levelImage.SetActive(true);

     //Call the HideLevelImage function with a delay in seconds of levelStartDelay.
     Invoke("HideLevelImage", levelStartDelay);

     //Clear any Enemy objects in our List to prepare for next level.
     enemies.Clear();

     //Call the SetupScene function of the BoardManager script, pass it current level number.
     boardScript.SetupScene(level);

 }


 //Hides black image used between levels
 void HideLevelImage()
 {
     //Disable the levelImage gameObject.
     levelImage.SetActive(false);

     //Set doingSetup to false allowing player to move again.
     doingSetup = false;
 }

 //Update is called every frame.
 void Update()
 {
     //Check that playersTurn or enemiesMoving or doingSetup are not currently true.
     if (playersTurn || enemiesMoving || doingSetup)

         //If any of these are true, return and do not start MoveEnemies.
         return;

     //Start moving enemies.
     StartCoroutine(MoveEnemies());
 }

 //Call this to add the passed in Enemy to the List of Enemy objects.
 public void AddEnemyToList(Enemy script)
 {
     //Add Enemy to List enemies.
     enemies.Add(script);
 }


 //GameOver is called when the player reaches 0 food points
 public void GameOver()
 {
     //Set levelText to display number of levels passed and game over message
     levelText.text = "After " + level + " days, you starved.";

     //Enable black background image gameObject.
     levelImage.SetActive(true);

     //Disable this GameManager.
     enabled = false;
 }

 //Coroutine to move enemies in sequence.
 IEnumerator MoveEnemies()
 {
     //While enemiesMoving is true player is unable to move.
     enemiesMoving = true;

     //Wait for turnDelay seconds, defaults to .1 (100 ms).
     yield return new WaitForSeconds(turnDelay);

     //If there are no enemies spawned (IE in first level):
     if (enemies.Count == 0)
     {
         //Wait for turnDelay seconds between moves, replaces delay caused by enemies moving when there are none.
         yield return new WaitForSeconds(turnDelay);
     }

     //Loop through List of Enemy objects.
     for (int i = 0; i < enemies.Count; i++)
     {
         //Call the MoveEnemy function of Enemy at index i in the enemies List.
         enemies[i].MoveEnemy();

         //Wait for Enemy's moveTime before moving next Enemy, 
         yield return new WaitForSeconds(enemies[i].moveTime);
     }
     //Once Enemies are done moving, set playersTurn to true so player can move.
     playersTurn = true;

     //Enemies are done moving, set enemiesMoving to false.
     enemiesMoving = false;
 }

}

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