public void TryUnlockNextLevel(int _world, int _level) { int nextLevel = _level + 1; if (!CheckThereIsMoreLevels(_world, nextLevel)) { TryUnlockNextWorld(_world); return; } for (int i = 0; i < saveGameReference.levels.Count; i++) { ///if level exists forget about unlock if (saveGameReference.levels[i].CompareLevel(_world, nextLevel)) { SetSelectedLevel(_world, nextLevel); return; } } ///if we are here the world still have levels and they are new FWorldLevel newLevel = new FWorldLevel(_world, nextLevel); saveGameReference.levels.Insert(_world, newLevel); saveGameReference.selectedLevel = newLevel; }
public SaveGame() { score = 0; currency = new int[5]; levels = new List <FWorldLevel>(); selectedLevel = new FWorldLevel(0, 0); levels.Add(selectedLevel); bTutorialModeCompleted = false; name = "Player1"; level = 1; }
public void SetLevelCompleted(FWorldLevel _completedLevel) { for (int i = 0; i < saveGameReference.levels.Count; i++) { if (saveGameReference.levels[i].world == _completedLevel.world && saveGameReference.levels[i].level == _completedLevel.level) { saveGameReference.levels[i].completed = true; break; } } TryUnlockNextLevel(_completedLevel.world, _completedLevel.level); }