using System.Collections.Generic; using System.ComponentModel; using Gameplay; using Gameplay.Character; using Gameplay.Level; using Gameplay.SubSystems; using UnityEngine; public partial class SROptions { [Category("Level")] public int LevelId { get { return _levelId; } set { _levelId = value; } } private int _levelId = 101; [Category("Level")] public void EnterLevel() { LevelManager.Instance.TryEnterLevel(LevelId); } [Category("Level")] public bool ShowCharacterID { get { return _showCharacterID; } set { _showCharacterID = value; if (_showCharacterID) { UIManager.Instance.OpenWindow(UINameConst.UIDebugShowID); } else { UIManager.Instance.CloseWindow(UINameConst.UIDebugShowID); } } } private bool _showCharacterID = false; [Category("Level")] public bool ShowPrepareRegion { get { return _showPrepareRegion; } set { _showPrepareRegion = value; LevelManager.Instance?.CurrentLevel?.ShowPreparingRegion(_showPrepareRegion); } } private bool _showPrepareRegion = false; [Category("Level")] public bool ShowMapDebugInfo { get { return _showMapDebugInfo; } set { _showMapDebugInfo = value; LevelManager.Instance?.CurrentLevel?.Map?.ShowInfo(_showMapDebugInfo ? -1 : 0); } } private bool _showMapDebugInfo = false; // // [Category("Level")] // public bool Pause { // get { return _pause; } // set // { // _pause = value; // LevelManager.Instance.CurrentLevel.SetPause(_pause); // } // } // private bool _pause = false; // // [Category("Level")] // public float Speed { // get { return _speed; } // set // { // _speed = value; // LevelManager.Instance.CurrentLevel.SetSpeed(_speed); // } // } // private float _speed = ELevelSpeed.Normal; [Category("Level")] public void StageSuccess() { LevelManager.Instance.CurrentLevel?.EnterNextStage(); } [Category("Level")] public void LevelSuccess() { LevelManager.Instance.CurrentLevel.TryExitLevel(true); } [Category("Level")] public void LevelFail() { LevelManager.Instance.CurrentLevel.TryExitLevel(false); } }