void Update() { if (!won && enabledDisplays == levelDisplays) { won = true; if (!isClassicMode) { DataCenter.timeattack.wins++; score = (int)(ui.timer * 200 + ui.savedCntdown * 200 + (3 - PowerElement.enabledSources) * 400); DataCenter.timeattack.score += score; DataCenter.overallscore += score; if (score > DataCenter.timeattack.record) { DataCenter.timeattack.record = score; ui.ShowShareButtons(); ShareController.SetScoreToShare(score, "Connect (classic)"); } } else { DataCenter.classic.wins++; score = (int)(ElementBehaviour.elementsUsed * 200 + (3 - PowerElement.enabledSources) * 400); DataCenter.classic.score += score; DataCenter.overallscore += score; if (score > DataCenter.classic.record) { DataCenter.classic.record = score; ui.ShowShareButtons(); ShareController.SetScoreToShare(score, "Connect (time attack)"); } } ui.Win(); DataCenter.SaveData(); } if (nowtime > 0f) { nowtime -= Time.deltaTime; noMoreElectrons = false; } else if (nowtime <= 0f) { noMoreElectrons = true; } if (PowerElement.enabledSources == 3 && enabledDisplays != levelDisplays && noMoreElectrons && !lost) { LoseCounter(); lost = true; } }
void Win() { ControlWinLoseGroupElements(); t_winloseheader.text = "LEVEL PASSED!"; t_winlosereason.text = "You have enabled enough displays in time, good job!"; t_scoreatwin.text = string.Format("{0}", allscore); b_continue.gameObject.SetActive(true); Image i_continue = b_continue.GetComponent <Image>(); StartCoroutine(Fading.FadeUIGraphic <Image>(0f, 1f, 0.1f, i_continue, 3f)); DataCenter.grid.complexity++; DataCenter.grid.successfulAttempts++; DataCenter.grid.score = allscore; if (stagescore > DataCenter.grid.record) { DataCenter.grid.record = stagescore; ShowShareButtons(); ShareController.SetScoreToShare(stagescore, "Infinite Grid"); } DataCenter.overallscore += stagescore; DataCenter.SaveData(); }