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Timestamp:
May 19, 2016, 5:37:05 PM (8 years ago)
Author:
binderm
Message:

The Campaign menu now works. The levels are structured in a tree. If one goes the left branch, the right one can't be taken anymore. The last challenge is to save the progress in the config variables. to set does work, but not to modify those variables.

File:
1 edited

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  • code/branches/bindermFS16/src/orxonox/LevelStatus.h

    r11188 r11191  
    2121 *
    2222 *   Author:
    23  *      Fabian 'x3n' Landau
    24  *   Co-authors:
    25  *      Damian 'Mozork' Frick
     23 *      Matthias Binder
    2624 *
    2725 */
    2826
    29 /**
    30     @file LevelManager.h
    31     @brief Definition of the LevelManager singleton.
    32     @ingroup Orxonox
    33 */
     27
    3428#ifndef _LevelStatus_H__
    3529#define _LevelStatus_H__
     
    5246{
    5347
     48    /**
     49    @brief
     50        LevelStatus:
     51        In the LevelStatus class all necessary information off a mission in the campaign can be saved.
     52        It is only used in the LevelManager to steer the campaign menu. It is now possible to have a treelike campaign menu structure.
     53       
     54    */
     55
    5456
    5557    class _OrxonoxExport LevelStatus : public BaseObject
     
    6062       
    6163        bool won;                           //if the Level is won or not
    62         std::vector<int> nextLevels;        //in this vector at the index i is saved if the ith level should be activated =1, visible but not activated =2, or not activated =0
     64        std::vector<int> nextLevels;        //if this Level is won, the ith element of this vector shows, what to do with the other leves
    6365        int activated;                      //0 not activated, 1 activated, 2 visible
    6466    };
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