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); } }