| 53 | } |
| 54 | |
| 55 | bool Level::load(const std::string& level_res_url) |
| 56 | { |
| 57 | LOG_INFO("loading level: {}", level_res_url); |
| 58 | |
| 59 | m_level_res_url = level_res_url; |
| 60 | |
| 61 | LevelRes level_res; |
| 62 | const bool is_load_success = g_runtime_global_context.m_asset_manager->loadAsset(level_res_url, level_res); |
| 63 | if (is_load_success == false) |
| 64 | { |
| 65 | return false; |
| 66 | } |
| 67 | |
| 68 | ASSERT(g_runtime_global_context.m_physics_manager); |
| 69 | m_physics_scene = g_runtime_global_context.m_physics_manager->createPhysicsScene(level_res.m_gravity); |
| 70 | |
| 71 | for (const ObjectInstanceRes& object_instance_res : level_res.m_objects) |
| 72 | { |
| 73 | createObject(object_instance_res); |
| 74 | } |
| 75 | |
| 76 | // create active character |
| 77 | for (const auto& object_pair : m_gobjects) |
| 78 | { |
| 79 | std::shared_ptr<GObject> object = object_pair.second; |
| 80 | if (object == nullptr) |
| 81 | continue; |
| 82 | |
| 83 | if (level_res.m_character_name == object->getName()) |
| 84 | { |
| 85 | m_current_active_character = std::make_shared<Character>(object); |
| 86 | break; |
| 87 | } |
| 88 | } |
| 89 | |
| 90 | m_is_loaded = true; |
| 91 | |
| 92 | LOG_INFO("level load succeed"); |
| 93 | |
| 94 | return true; |
| 95 | } |
| 96 | |
| 97 | void Level::unload() |
| 98 | { |
no test coverage detected