public void HitExit() { //win level //Записывать данные об уровне. bool medal = false; bool secret = false; AudioManager._instance.PlaySoundEffect(hitExitSound); stopTimer = true; gameParam.currentLevel.isLevelComplete = true;//Возможно стоит добавлять прогресс главы тут, а не потом делать 3 цикла. //gameParam.currentChapter.progress++; if (!gameParam.currentLevel.medalS && isSecretFind) { awardsController.SetAward("FIRST SECRET"); awardsController.SetAward("SPEED"); gameParam.currentLevel.medalS = true; secret = true; gameParam.playerMoney += 4; //gameParam.currentChapter.progress++; } if (!gameParam.currentLevel.medalM && currentTime <= gameParam.currentLevel.forMedalTime) { awardsController.SetAward("FIRST MEDAL"); awardsController.SetAward("EXPLORER"); gameParam.currentLevel.medalM = true; //gameParam.currentChapter.progress++; } medal = currentTime <= gameParam.currentLevel.forMedalTime; gameParam.currentLevel.currentTime = currentTime; //gameParam.currentLevel.attempts = attempt; if (!nextlevel.boss) { nextlevel.isLevelLock = false; } levelUI.gameObject.SetActive(false); levelCompleteMenu.gameObject.SetActive(true);// levelCompleteMenu.LevelComplete(medal, secret); //levelUI.LevelComplete(); DataSaver.SaveData(gameParam, gameParam.name); DataSaver.SaveData(gameParam.currentLevel, gameParam.currentLevel.levelName); }
void GetAwards() { new LogEventRequest() .SetEventKey("Awards") .Send((response) => { if (!response.HasErrors && response.ScriptData != null) { _awards = response.ScriptData.GetGSData("data"); if (_awards != null) { JSONObject json = JSONObject.Parse(_awards.JSON); DialogInstance _awardsDialog = DialogManager.Instance.Show("AwardDialog"); AwardsController controller = _awardsDialog.GetComponent <AwardsController>(); controller.SetAward(json); } } }); }