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  • FrameIT/frameworld
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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
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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 by using the "RiverWorld".
5.) Press "Start Game", press escape, options, reset options, Generate All Demo GenerateDemoFiles
6.) Your level will be generated into the following folder:
"Assets\StreamingAssets\StreamToDataPath_withHandler\Stages"
7.) Start your level using the LaunchMenu
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