Esempio n. 1
0
    public void NextLevel(float points)
    {
        ResetBonus();

        LevelDataToSave data = LevelSelectedData;

        data.avgTimeRespond /= data.amountWords;
        data.points          = points;
        coins += Mathf.RoundToInt(20 * (1 - ((data.maxPoints - points >= 0 ? data.maxPoints - points + data.minPoints : 0) / data.maxPoints)));
        saveLoad.AddData(Challenge_Type, data);
        float avg = (data.maxPoints - data.minPoints) / 2;

        if (data.level == ModeSelected.maxLevel && data.points > data.minPoints + avg)
        {
            ModeSelected.maxLevel++;
            ModeSelected.CurrentLevel++;

            if (data.points > data.minPoints + avg)
            {
                LevelSelectedData.difficulty = LevelSelectedData.difficulty + 1;
            }
            else if (data.points > data.minPoints)
            {
                LevelSelectedData.difficulty = LevelSelectedData.difficulty + 0.5f;
            }
            data = LevelSelectedData;
            SetPoints(ref data, challengeType);
        }
    }
Esempio n. 2
0
    public void NextLevel(float points)
    {
        LevelDataToSave data = infoType[Challenge_Type].CurrentLevelData;

        data.points = points;
        saveLoad.AddData(Challenge_Type, data);
        float avg = (data.maxPoints - data.minPoints) / 2;

        if (data.points > data.minPoints + avg)
        {
            infoType[challengeType].Difficulty = infoType[challengeType].Difficulty + 10;
        }
        else if (data.points > data.minPoints)
        {
            infoType[challengeType].Difficulty = infoType[challengeType].Difficulty + 9.5f;
        }
        infoType[challengeType].CurrentLevel++;
        data = infoType[Challenge_Type].CurrentLevelData;
        SetPoints(ref data);
    }