Difference between revisions of "LevelEditor"
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==== More added when Questions occur ==== | ==== More added when Questions occur ==== | ||
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Revision as of 13:18, 3 June 2021
How do I build a new Level?
Placing Objects
Description here
Editing Objects
Description here
Removing Objects
Description here
Saving Levels
Description here
How can I test a Level?
Description here
How do I edit an existing Level?
Loading Levels
Description here
How do I add new Variants to the Leveleditor?
Variants here mean mostly visual variants to an already existing template object, for example a green version of a Sentry.
Adding the Variant
Description here
How do I add new Objects to the Leveleditor?
Description here
FAQ
What does the Colour of the crosshair mean?
- Green: Grid is Empty
- Red: Grid is not Empty
- Purple: Object is Selected
More added when Questions occur
OLD
How to use the Level Editor? (Is to general)
Placing Objects:
- Aim the cursor at the place you want to place the object
- Check that the outline is green
- Click the left mouse button
Removing Objects:
- Aim the cursor at the place you want to remove the object
- Check that the outline is red
- Click the right mouse button
Saving Levels:
- Click the 'Save Level' button
Loading Levels:
- Click the 'Load Level' button
How does the Level Editor work? (Maybe Remove this?)
Placing Objects:
- Checking the world position of the cursor
- Checking if the grid is empty or not
- Instantiating the selected object as child of the "Parent" tagged object
Removing Objects:
- Checking the world position of the cursor
- Checking if the grid is empty or not
- Destroy object in selected grid
Saving Levels:
- Find all categorised objects using tags (Wall, Sentry, etc.)
- Convert them all into a stripped down serializable datatype
- Insert the stripped down data into an array
- Create a LevelData from all of the data arrays
- Use a binary formatter to encrypt the level data
- Save the encrypted data to file
Loadng Levels:
- Read the data from file
- Use a binary formatter to decrypt the data into a LevelData
- Clearing the level by destroying all objects of the "Parent" tagged object
- Building the level by instantiating every object from LevelData as child of the "Parent" tagged object according to the list of prefabs given by the ObjectTemplate