private void OnLevelCleared() { if (LevelCleared != null) { LevelCleared.Invoke(); } }
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(); } }