Import 2D Level

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2026-04-30 00:53:30 +02:00
parent c67979c7cf
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m_Name: PublishCriteria
m_EditorClassIdentifier:
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using System.Linq;
using Unity.Play.Publisher.Editor;
using UnityEngine;
namespace Unity.Tutorials
{
/// <summary>
/// Contaisn all the callbacks needed for the Build And Publish tutorial
/// </summary>
[CreateAssetMenu(fileName = "PublishCriteria", menuName = "Tutorials/Microgame/PublishCriteria")]
class PublishCriteria : ScriptableObject
{
static PublisherWindow publisherWindow;
public bool IsNotDisplayingFirstTimeInstructions()
{
if (!IsWebGLPublisherOpen()) { return false; }
return (!string.IsNullOrEmpty(publisherWindow.CurrentTab) && publisherWindow.CurrentTab != PublisherWindow.TabIntroduction);
}
public bool IsUserLoggedIn()
{
if (!IsWebGLPublisherOpen()) { return false; }
return (publisherWindow.CurrentTab != PublisherWindow.TabNotLoggedIn);
}
public bool IsBuildBeingUploaded()
{
if (!IsWebGLPublisherOpen()) { return false; }
switch (PublisherUtils.GetCurrentPublisherState(publisherWindow))
{
case PublisherState.Upload:
case PublisherState.Process:
return true;
default: break;
}
return !string.IsNullOrEmpty(PublisherUtils.GetUrlOfLastPublishedBuild(publisherWindow));
}
public bool IsBuildPublished()
{
if (!IsWebGLPublisherOpen()) { return false; }
return !string.IsNullOrEmpty(PublisherUtils.GetUrlOfLastPublishedBuild(publisherWindow));
}
public bool AtLeastOneBuildIsRegistered()
{
if (!IsWebGLPublisherOpen()) { return false; }
switch (PublisherUtils.GetCurrentPublisherState(publisherWindow))
{
case PublisherState.Zip:
case PublisherState.Upload:
case PublisherState.Process:
return true;
default: break;
}
int availableBuilds = PublisherUtils.GetAllBuildsDirectories()
.Where(p => (p != string.Empty)
&& PublisherUtils.BuildIsValid(p)).Count();
return availableBuilds > 0;
}
bool IsWebGLPublisherOpen()
{
if (publisherWindow) { return true; }
publisherWindow = PublisherWindow.FindInstance();
return false;
}
}
}
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using UnityEngine;
using Unity.Tutorials.Core.Editor;
using UnityEditor;
namespace Unity.Tutorials
{
/// <summary>
/// Implement your Tutorial callbacks here.
/// </summary>
public class TutorialCallbacks : ScriptableObject
{
public GameObject TokenToSelect;
/// <summary>
/// Selects a GameObject in the scene, marking it as the active object for selection
/// </summary>
/// <param name="futureObjectReference"></param>
public void SelectSpawnedGameObject(FutureObjectReference futureObjectReference)
{
if (futureObjectReference.SceneObjectReference == null) { return; }
SelectGameObject(futureObjectReference.SceneObjectReference.ReferencedObjectAsGameObject);
}
public void SelectGameObject(GameObject gameObject)
{
if (!gameObject) { return; }
Selection.activeObject = gameObject;
}
public void SelectToken()
{
if (!TokenToSelect)
{
TokenToSelect = GameObject.FindGameObjectWithTag("TutorialRequirement");
if (!TokenToSelect)
{
Debug.LogErrorFormat("A TokenInstance with the tag '{0}' must be in the scene in order to make this tutorial work properly. Please add the tag {0} to one of your tokens in the scene", "TutorialRequirement");
return;
}
}
SelectGameObject(TokenToSelect);
}
public void SelectMoveTool()
{
Tools.current = Tool.Move;
}
public void SelectRotateTool()
{
Tools.current = Tool.Rotate;
}
public void StartTutorial(Tutorial tutorial)
{
TutorialWindowUtils.StartTutorial(tutorial);
}
}
}
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m_Untranslated: Add an enemy
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m_Untranslated: Add an enemy to increase the challenge
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m_Untranslated: Build and publish
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m_Untranslated: Build and publish your project as a shareable web game
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m_CallState: 1