private void Collect(float amount) { _experience += amount; if (_currentWeaponIndex < allWeapons.Length - 1) { if (_experience >= experienceLevel[_currentWeaponIndex + 1]) { _currentWeaponIndex++; _weaponController.SwitchWeapon(GetCurrentWeapon()); OnLevelUp?.Invoke(_currentWeaponIndex); } } OnExperienceChange?.Invoke(_experience); }
private void InvokeOnExperienceChange() { OnExperienceChange.Invoke(SavePlayer.Experience); }