Beispiel #1
0
 private void OnLevelCleared()
 {
     if (LevelCleared != null)
     {
         LevelCleared.Invoke();
     }
 }
Beispiel #2
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.tag == "Player")
        {
            LevelCleared levelCleared = levelClearedCanvas.GetComponent <LevelCleared> ();
            levelClearedCanvas.SetActive(true);
            Debug.Log("level up");
            float timeTaken = Time.time - startTime;
            Debug.Log("Time taken = " + timeTaken);
            PlayerPrefs.SetFloat("Timetaken", timeTaken);
            int currentGold = GameManager.getGold();
            Debug.Log("current Gold is " + currentGold);
            if (timeTaken <= tier1Time)
            {
                Debug.Log("3 star");
                Debug.Log("Awarded " + tier1Reward + " Gold");
                levelCleared.setStar(3);
                levelCleared.setGemReward(tier1Reward);
                GameManager.setGold(currentGold + tier1Reward);
            }
            else if (timeTaken <= tier2Time)
            {
                Debug.Log("2 star");
                Debug.Log("Awarded " + tier2Reward + " Gold");
                levelCleared.setStar(2);
                levelCleared.setGemReward(tier2Reward);
                GameManager.setGold(currentGold + tier2Reward);
            }
            else if (timeTaken <= tier3Time)
            {
                Debug.Log("1 star");
                Debug.Log("Awarded " + tier3Reward + " Gold");
                levelCleared.setStar(1);
                levelCleared.setGemReward(tier3Reward);
                GameManager.setGold(currentGold + tier3Reward);
            }
            else
            {
                Debug.Log("0 star");
                levelCleared.setStar(0);
            }
            //TODO: Set LevelCleared Active

            //levelCleared.setTimeTaken ();

            //TODO: assign reward here based on time taken
            levelSelect.WinLevel();
        }
    }