private void ReloadDieNextLevel() { if (progress.IsWin()) { return; } if (FindObjects.PC.GetComponent <HP>().CurrentHP < 1) { SceneManager.LoadSceneAsync(0); } // progress.LevelCleared() is a sub condition of progress.IsWin(). else if (progress.LevelCleared()) { progressData.GotoNextLevel(); Stack <IDataTemplate> dt = new Stack <IDataTemplate>(); saveLoad.SaveDungeonLevel(new SaveEventArgs(dt)); SceneManager.LoadSceneAsync(0); } }
public void DefeatTarget(GameObject target) { SubObjectTag tag = target.GetComponent <MetaInfo>().SubTag; int potion = actorData.GetIntData(tag, DataTag.Potion); int bonusPotion = target.GetComponent <Infection>().HasInfection( InfectionTag.Mutated) ? potionData.BonusPotion : 0; string victory; GetComponent <Potion>().GainPotion(potion + bonusPotion); progress.CountKill(target); if (progress.IsWin()) { BurySelf(); color.ChangeObjectColor(getActor(SubObjectTag.Guide), ColorName.Orange); if (progressData.IsRushMode) { victory = text.GetStringData(node, "WinRush"); } else { victory = text.GetStringData(node, "WinNormal"); } victory = color.GetColorfulText(victory, ColorName.Green); message.StoreText(victory); modeline.PrintStaticText(text.GetStringData(node, "ReloadWin")); } else if (progress.LevelCleared()) { BurySelf(); color.ChangeObjectColor(getActor(SubObjectTag.Guide), ColorName.Orange); victory = text.GetStringData(node, "Level"); victory = color.GetColorfulText(victory, ColorName.Green); message.StoreText(victory); modeline.PrintStaticText(text.GetStringData(node, "Continue")); } }