private void PublishChangeLevelEvent(Config.Level level) { EventSystem.GetEvent <ChangeLevelEvent>().Publish(ChangeLevelEventArgs.Create( level.Sprite, level.Name, level.Health, gameSettings.CurrentLevelIndex <= 0, gameSettings.CurrentLevelIndex >= gameSettings.Levels.Count - 1)); }
public void ChangeLevel(bool isNextLevel) { if (isNextLevel) { gameSettings.CurrentLevelIndex++; currentLevel = gameSettings.Levels[gameSettings.CurrentLevelIndex]; currentLevel.CurrentHealth = currentLevel.Health; PublishChangeLevelEvent(currentLevel); return; } gameSettings.CurrentLevelIndex--; currentLevel = gameSettings.Levels[gameSettings.CurrentLevelIndex]; currentLevel.CurrentHealth = currentLevel.Health; PublishChangeLevelEvent(currentLevel); }
private void Awake() { if (_isReset) { Debug.Log("as"); } gameSettings = Settings.Get.GameSettings; shopSettings = Settings.Get.ShopSettings; currentLevel = gameSettings.Levels[gameSettings.CurrentLevelIndex]; currentLevel.CurrentHealth = currentLevel.Health; moneyMultiplier = shopSettings.Upgrades[(int)UpgradeOrder.MoneyOnClick]; clickPower = shopSettings.Upgrades[(int)UpgradeOrder.ClickingPower]; clickPowerMultiplier = shopSettings.Upgrades[(int)UpgradeOrder.ClickingPowerMultiplier]; }