public void End() // If player reaches end { goldCoins = score / scorePerGold; SoundManScript.PlaySound("win", false, false, Vector2.zero, 0.6f); endCoinObj.GetComponent <GoldSpawner>().SetSpawnLimit(goldCoins); persistentDataScript.AddVacation(); persistentDataScript.SetScore(score); for (int i = 0; i < achievements.Count; i++) // Update achievements { switch (achievements[i].GetReq()) { case "beattime": if (persistentDataScript.GetTime() == 1000) { achievements[i].StaticValue(timer); achievements[i].StaticStageReq((int)timer); persistentDataScript.SetTime((int)timer); } else if (timer < persistentDataScript.GetTime()) { achievements[i].SetValue(timer); persistentDataScript.SetTime((int)timer); } break; case "beatourtime": if (timer < persistentDataScript.GetDevTime()) { achievements[i].SetValue(timer); List <int> achieve10Reqs = new List <int>(); achieve10Reqs.Add(0); achievements[i].SetAchievement(0, "Beat The Devs!", "beatourtime", "You beat our time! \n(" + persistentDataScript.GetDevTime() + ")", achieve10Reqs); } break; case "goldget": achievements[i].SetValue(goldCoins); break; case "complete": achievements[i].AddValue(1); break; } } for (int i = 0; i < endAnimAnimators.Count; i++) { endAnimAnimators[i].enabled = true; } SoundManScript.PlaySound("chestopen", false, false, Vector3.zero, 0.7f); persistentDataScript.SetAchievements(achievements); END = true; }