public void GainExperience(int exp) { TotalExperienceGained += exp; PlayerPrefs.SetInt("TotalExperienceGained", TotalExperienceGained); if (OnExperienceGainedEvent != null) { OnExperienceGainedEvent.Invoke(exp, CurrentLevel); } if (TotalExperienceGained >= GetRequiredExpAmountForNextLevel()) { CurrentLevel++; PlayerPrefs.SetInt("CurrentLevel", CurrentLevel); if (LevelGainedEffect != null) { LevelGainedEffect.Play(); if (audioManager != null) { audioManager.Play("LevelUp"); } } if (OnLevelChangedEvent != null) { AppManager.Instance.HasLeveledUp = true; OnLevelChangedEvent(attributePointsForEachLevel, CurrentLevel); } } }
public void GainExperience(BaseCharacter baseCharacter, float experience) { if (baseCharacter.CharType == BaseCharacter.CharacterType.Enemy) { expirencePoints += experience; OnExperienceGainedEvent?.Invoke(expirencePoints); } }
public void RestoreState(StateType stateType, object state) { if (stateType != StateType.General) { return; } experiencePoints = (float)state; OnExperienceGainedEvent?.Invoke(); }
public void GainExperience(float experience) { experiencePoints += experience; OnExperienceGainedEvent?.Invoke(); }
private void Awake() { OnExperienceGainedEvent?.Invoke(); }