public void Win() { rewards = GameObject.FindObjectOfType <MapRewards>(); LevelUp.LevelUpNow(); if (CurrentGame.game.memoryGeneral.levelHolder.ogLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.ogLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } else if (CurrentGame.game.memoryGeneral.levelHolder.ftLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.ftLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } else if (CurrentGame.game.memoryGeneral.levelHolder.swLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.swLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } else if (CurrentGame.game.memoryGeneral.levelHolder.gdLevels.currentLevels.Exists(x => x == CurrentGame.game.memoryGeneral.currentLevel)) { CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.levelHolder.gdLevels.currentLevels.Find(x => x == CurrentGame.game.memoryGeneral.currentLevel).complete = true; CurrentGame.game.memoryGeneral.currentLevel.complete = true; CurrentGame.game.memoryGeneral.gold += CurrentGame.game.memoryGeneral.currentLevel.goldReward; CurrentGame.game.memoryGeneral.unitsInParty.Clear(); } StartCoroutine(BackToTown()); }