public void AddLevel() { level = data.life.Count; data.life.Add(0); data.speed.Add(0); data.power.Add(0); data.shootingDelay.Add(0); data.shootingSpeed.Add(0); data.spawnDelay.Add(0); data.defeatScore.Add(0); data.scoresToNextLevel.Add(0); data.gunsData.Add(new GunsData()); life = speed = power = shootingDelay = shootingSpeed = spawnDelay = defeatScore = scoresToNextLevel = 0; gunsData = new GunsData(); }
public void ShowData(int newLevel) { if (newLevel > data.life.Count - 1) { level = 0; } if (newLevel < 0) { level = data.life.Count - 1; } life = data.life[level]; speed = data.speed[level]; power = data.power[level]; shootingDelay = data.shootingDelay[level]; shootingSpeed = data.shootingSpeed[level]; spawnDelay = data.spawnDelay[level]; defeatScore = data.defeatScore[level]; scoresToNextLevel = data.scoresToNextLevel[level]; gunsData = data.gunsData[level]; serializedObject.Update(); }
void Awake() { levelData = GetComponentInChildren<LevelData>(); gunsData = GetComponentInChildren<GunsData>(); battlesData = GetComponentInChildren<BattlesData>(); }