Exemplo n.º 1
0
 void OnEnable()
 {
     if (CheckLevelUp && GameState.Instance.PlayerRpgState.Experience >= RpgValues.XPToNext(GameState.Instance.PlayerRpgState.Level))
     {
         DefaultLevelUpModal.PushModal(OnLevelUpDone);
     }
 }
Exemplo n.º 2
0
 void OnEnable()
 {
     //why is this not on SignalPaint? hell if I know
     if (CheckLevelUp && !GameState.Instance.MenuGameStateLocked && GameState.Instance.PlayerRpgState.Experience >= RpgValues.XPToNext(GameState.Instance.PlayerRpgState.Level))
     {
         DefaultLevelUpModal.PushModal(OnLevelUpDone);
     }
 }
Exemplo n.º 3
0
 public void OnClickOpenLevelDialog()
 {
     DefaultLevelUpModal.PushModal(SignalPaint);
 }