Releases: joyixir/game-manager
Releases · joyixir/game-manager
3.2.1
3.2.0
Changes:
- An action invokes when the game unlocks a new level for the player
- There's a human-readable level number available in LevelData
- Instantiated level game object now has a name related to its index within the level configs list for better debugging in the editor
- Number of attempts within each level is now being tracked and is available within each LevelData
Dependencies Update:
- No longer depends on Joyixir Utility
- Text Mesh Pro
3.1.0
Changes
- Fix namespaces
3.0.0
Package contains major changes
- Prefabs are need to be assigned through level config
- GameManager singleton(Use static functions)
- Scene based levels support
- Fix total score type
- Null check level configs
- Ask the level itself to know its level number. BaseLevel.LevelNumber is responsible for that
Full Changelog: 2.1.0...3.0.0
2.1.0
Changes
- Add force lose ability. Can be called by GameManager.ForceLose or ‘L’ character on keyboard
- Refactor force level finishers, now you can force a level to finish with: Retry, Draw, Lose, Win or None to let the inherited level decide if the player lost or won
- Add level number to LevelData to help the level status listeners doesn’t have to ask LevelManger. Fixes bugs when level was successful and levelmanager shows (finished level number + 1), it’s okay but some listeners want the finished level number
2.0.1
Changes
- Bring in some best practices
- Add PrepareUIFunction
2.0.0
Release 2.0.0