void BattleEnd(bool isWin) { isStartBattle = false; if (isWin) { PopUpControler.CallPopUp("winlose", "WIN", "", ""); foreach (int levelID in LevelLoader.getLevelData().unlockedlevelID) { DB_LevelData.GetLevel(levelID).Unlock(); } } else { PopUpControler.CallPopUp("winlose", "LOSE", "", ""); } FindObjectOfType <PlayerData_Battle> ().ReduceItemDurability(isWin); DB_LevelData.SaveLevelData(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPaused = true; #elif UNITY_ANDROID #endif }
private void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(gameObject); } }
void UpdateLevelLoad(int chapter, int dificult) { for (int i = 1; i <= level1_5.Count; i++) { int value = (chapter * 100) + (i * 10) + dificult; level1_5[i - 1].onClick.RemoveAllListeners(); level1_5[i - 1].onClick.AddListener(delegate { SelectLevel(value); }); level1_5[i - 1].interactable = DB_LevelData.GetLevel(value).IsOpen(); } curDificult = dificult; curChapter = chapter; }
public static void LoadData() { DB_EquipmentInventory.LoadEquipData(); DB_LevelData.LoadLevelData(); DB_Resources.LoadResourcesData(); }
public static void SaveData() { DB_EquipmentInventory.SaveEquipData(); DB_LevelData.SaveLevelData(); DB_Resources.SaveResoucesData(); }
public static void LoadLevel(int level) { _instance.selectedLevel = DB_LevelData.GetLevel(level).levelData; _instance.curentLevel = level; }