public EnumLevelState currentLevelState; //of the level that just finished, not written to server yet. private void BattleGrade(int score) { string levelName = LevelManager.Singleton.CurrentLevel; LevelData ld = _levelConfig.GetLevelData(levelName); if (_consumeTime <= ld.minTime) { currentLevelState = EnumLevelState.S; } else if (_consumeTime <= ld.minTime + (ld.maxTime - ld.minTime) / 3) { currentLevelState = EnumLevelState.A; } else if (_consumeTime <= ld.minTime + (ld.maxTime - ld.minTime) * 2 / 3) { currentLevelState = EnumLevelState.B; } else if (_consumeTime < ld.maxTime) { currentLevelState = EnumLevelState.C; } else { currentLevelState = EnumLevelState.D; } }
private void Start() { WindowMgr.instance.ShowWindow <DialogWindow>(false).Init(0, 5, () => { }); MainMgr.instance.PlayBackGroupAudio(2); _levelData = LevelConfig.GetLevelData(1); monsterSpawnIndex = 0; Game.instance.DisplayNum(monsterSpawnIndex + 1, _levelData.monsterIdList.Count); Game.instance.ShowCrystalCnt(); Game.instance.DisplayCoin(); }