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Commit fd3cfd38 authored by Paul-Walcher's avatar Paul-Walcher
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upload anleitung für level erstellung

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......@@ -11,7 +11,7 @@
6.) create Scriptable Object in Assets\ScriptableObjects\gadgets
7.) add into Assets\ScriptableObjects\Gadgets\GadgetDataContainerGadgetCollection
8.) in Assets\ScriptableObjects\Gadgets\GadgetDataContainerGadgetCollection add new Element into "Gadget Data" and
"Gadget Type" [same element index]
"Gadget Type" [same element index] (Also a ScriptableObject not a Script)
9.) In "Gadget Data" insert the ScriptableObject you created
10.) in "Gadget Type" insert the enum of the gadget you created
......@@ -21,4 +21,4 @@
- Button Indx: sets the index of the sprite that is used as the icon in the toolbar,
you can find the indices in Assets\ScriptableObjects\Gadgets\GadgetDataContainerGadgetCollection,
as "Button Sprites", all possible sprites are in Assets\Scripts\InventoryStuff\Items\images
\ No newline at end of file
1.) Navigate to Assets/Scripts/GenerateDemoFiles.cs
2.) Add new method to create your level.
You can copy the structure from already existing methods.
If you don't know the coordinates for e.g. a point, follow these steps:
2.1) Start the game.
2.2) Go to Custom and create a new level.
2.3) Press "Escape" and "Save Level"
2.4) Go to "[Username]/AppData/LocalLow/KWARC/FrameWorld/Stages/SavedGames"
2.5) Find the level you created. Then find the facts you placed.
The facts are under: "RecordList/[Level Name + save_x]/factState/JsonFactSpace/"
2.6) Using the information from the JSON-File, create the corresponding fact
in the generate-method for your level.
3.) Add your method to the GenerateAll method.
4.) Start your game over "Assets/Scenes/Menus/MainMenu"
5.) Select any level, press escape, options, reset options, Generate All Demo GenerateDemoFiles
6.) Your level will be generated into the following folder:
"Assets\StreamingAssets\StreamToDataPath_withHandler\Stages"
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