private static PlayerStates CompleteLevelChange(PlayerStates playerStates, float playerLevelDownProtectionTimeConfig) { if (PlayerUtility.IsLevelDown(playerStates)) { playerStates.LevelDownProtectionTime = playerLevelDownProtectionTimeConfig; } playerStates.Level = playerStates.NextLevel; playerStates.LevelChangeTimeUsed = 0; return(playerStates); }