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);
 }