private int CalculateLevel() { //Experience experience = GetComponent<Experience>(); if (experience == null) { return(startingLevel);//for our enemies because they don't have an experience } float currentXP = experience.GetXP(); int maxLevel = progression.GetLevel(Stats.ExperienceToLevelUp, characterClass); for (int level = 1; level <= maxLevel; level++)//to avoid an exception { float XPToLevelUp = progression.GetStat(Stats.ExperienceToLevelUp, characterClass, level); if (XPToLevelUp > currentXP)//to return current level { return(level); } } return(maxLevel + 1); }
public Level GetLevel(string sceneName) { return(progression.GetLevel(sceneName)); }