//call this once the last level's time has been computed (during Player's Final state) public static void ComputeClearTime() { float t = 0; string[] levelTimeKeys = UserData.instance.GetKeys(itm => itm.Key.LastIndexOf(LevelController.levelTimePostfix) != -1); for (int i = 0; i < levelTimeKeys.Length; i++) { t += UserData.instance.GetFloat(levelTimeKeys[i]); } float oldT = UserSlotData.GetSlotValueFloat(UserSlotData.currentSlot, timeKey, float.MaxValue); if (t < oldT) { UserSlotData.SetSlotValueFloat(UserSlotData.currentSlot, timeKey, t); } }
public static float GetClearTime(int slot) { return(UserSlotData.GetSlotValueFloat(slot, timeKey)); }