private void CheckForTierHeightening() { if (currentClassPoints < maxClassPoints) { Debug.Log("Go a tier higher"); bool wasAToBeginWith = false; switch (currentTier) { case GlobalConfig.ClassTier.A: Debug.Log("Can't go any tiers higher."); wasAToBeginWith = true; break; case GlobalConfig.ClassTier.B: currentTier = GlobalConfig.ClassTier.A; break; case GlobalConfig.ClassTier.C: currentTier = GlobalConfig.ClassTier.B; break; case GlobalConfig.ClassTier.D: currentTier = GlobalConfig.ClassTier.C; break; case GlobalConfig.ClassTier.E: currentTier = GlobalConfig.ClassTier.D; break; case GlobalConfig.ClassTier.F: currentTier = GlobalConfig.ClassTier.E; break; case GlobalConfig.ClassTier.G: currentTier = GlobalConfig.ClassTier.F; break; } if (wasAToBeginWith) { currentClassPoints = 100; } else { int a = currentClassPoints; a -= 100; currentClassPoints = 0; currentClassPoints += a; CheckForTierHeightening(); } } }
private void CheckForTierLowering() { if (currentClassPoints < 0) { Debug.Log("Go a tier lower"); bool wasGToBeginWith = false; switch (currentTier) { case GlobalConfig.ClassTier.A: currentTier = GlobalConfig.ClassTier.B; break; case GlobalConfig.ClassTier.B: currentTier = GlobalConfig.ClassTier.C; break; case GlobalConfig.ClassTier.C: currentTier = GlobalConfig.ClassTier.D; break; case GlobalConfig.ClassTier.D: currentTier = GlobalConfig.ClassTier.E; break; case GlobalConfig.ClassTier.E: currentTier = GlobalConfig.ClassTier.F; break; case GlobalConfig.ClassTier.F: currentTier = GlobalConfig.ClassTier.G; break; case GlobalConfig.ClassTier.G: wasGToBeginWith = true; Debug.Log("Can't go any tiers lower"); break; } if (wasGToBeginWith) { currentClassPoints = 0; } else { int a = currentClassPoints; currentClassPoints = 100; currentClassPoints += a; CheckForTierLowering(); } } }
private void LoadRanking() { currentTier = (GlobalConfig.ClassTier)PlayerPrefs.GetInt(GlobalConfig.key_ClassTier); currentClassPoints = PlayerPrefs.GetInt(GlobalConfig.key_ClassPoints); }