Example #1
0
    // Called when the level needs to end for a specific reason
    public void EndLevel(EndLevelReasons reason)
    {
        gameState = GameState.Ended;
        playerUI.SetActive(false);
        switch (reason)
        {
        case EndLevelReasons.PlayerEnergyRanOut:
            gameResultsCanvas.GetComponent <GameResults>().LevelFailed("Your energy ran out!", levelNumber + 1);
            break;

        case EndLevelReasons.PlayerFell:
            gameResultsCanvas.GetComponent <GameResults>().LevelFailed("You fell to your death!", levelNumber + 1);
            break;

        case EndLevelReasons.PlayerSuccess:
            int finalRating = CalculatePlayerRating();

            if (GameManager.instance.playerLevel <= levelNumber)
            {
                GameManager.instance.playerLevel = levelNumber + 1;
            }

            SaveLevelDetails();
            gameResultsCanvas.GetComponent <GameResults>().LevelComplete(score, finalRating, levelNumber + 1);
            break;
        }
    }
Example #2
0
    // Called when the level needs to end for a specific reason
    public void EndLevel(EndLevelReasons reason)
    {
        gameState = GameState.Ended;
        switch (reason)
        {
        case EndLevelReasons.PlayerEnergyRanOut:
            break;

        case EndLevelReasons.PlayerFell:
            break;

        case EndLevelReasons.PlayerQuit:
            break;

        case EndLevelReasons.PlayerSuccess:
            int finalRating = CalculatePlayerRating();
            break;
        }
    }