In my opinion this make no sense, as you could simply doi like
this:
Const Level_001:Int = 500
Local OutputVariable:Int = Level_001
This was my first thought, but then I have got your idea behind this. You want to get your LevelInfo from a String, maybe you have const like Level_001, Level_002 etc.
Then this will maybe help you:
this:
Const Level_001:Int = 500
Local OutputVariable:Int = Level_001
This was my first thought, but then I have got your idea behind this. You want to get your LevelInfo from a String, maybe you have const like Level_001, Level_002 etc.
Then this will maybe help you:
Type TLevelData Field ID:Int Field Difficulty:Int Function Create:TLevelData(ID:Int , Dif:Int) Local L:TLevelData = New TLevelData L.ID = ID L.Difficulty = Dif Return L End Function Method ToString:String() Return "Level : " + ID + " With Difficulty : " + Difficulty End Method End Type Local Map:TMap = New TMap 'Init a new balanced binary tree 'Inserting Keys with created Values as Leveldata For Local I:Int = 0 To 99 Map.Insert( ("Level_" + I) , TLevelData.Create(I , I * 500) ) Next 'Reading Randomly Level datas from the TMap For Local I1:Int = 0 To 10 Local Value:String = ("Level_" + Rand(0 , 99) ) Local Level:TLevelData = TLevelData(MapValueForKey(Map,Value) ) ' Attention You need to cast the value back to TLevelData because MapValueForKey only returns an'Object' Print Level.ToString() Next