Example #1
0
    // Start is called before the first frame update
    void Start()
    {
        xpBeforeGame = XPManager.GetStoredXP();
        xpAfterGame  = xpBeforeGame + XPManager.GetEarnedXP();
        XPManager.StoreEarnedXP();

        round = SessionManager.currentRound;
        SceneManager.sceneLoaded += OnLevelLoad;
        DontDestroyOnLoad(gameObject);
    }
    // Start is called before the first frame update
    void Start()
    {
        switch (progressionType)
        {
        case XpTypes.Maps:
            boundary = XPManager.MAP_XP_BOUNDARIES;
            break;

        case XpTypes.Skins:
            boundary = XPManager.SKIN_XP_BOUNDARIES;
            break;
        }

        int level = XPManager.CalculateLevel(XPManager.GetStoredXP(), boundary);

        for (int i = 0; i < progression.Length; ++i)
        {
            progression[i].item.gameObject.SetActive(level >= i);
            if (progression[i].lockedPlaceholder != null)
            {
                progression[i].lockedPlaceholder.gameObject.SetActive(level < i);
            }
        }
    }