/// <summary> /// Ends the playthrough and rewards the player with coins. /// </summary> public static void EndPlaythrough() { currentPlayThrough.IncreaseCoinsAfterLevelEnded(); GameStats.Instance.RewardCoins(currentPlayThrough.PlaythroughCoins); GameStats.Instance.Save(); saveSystem.Clear(); currentPlayThrough = new Playthrough(); saveSystem.Add(currentPlayThrough); saveSystem.Save(Files.PLAYTHROUGH_FNAME); saveSystem.Clear(); }
/// <summary> /// Alternative for LoadRandomLevelSet(bool, true, DEFAULT_LEVEL_AMOUNT, true); /// Creates a new playthrough /// </summary> /// <param name="instantplay">Whether to launch a level from the set</param> public static void NewPlayThrough(bool instantplay) { Debug.Log("Current playthrough difficulty: " + Difficulty); currentPlayThrough = new Playthrough(); LoadRandomLevelSet(instantplay, true, DEFAULT_LEVEL_AMOUNT, true); if (MobileHelper.OnEditor) { Debug.Log("Current playthrough difficulty: " + Difficulty); } }
/// <summary> /// Loads a playthrough from file, or creates a new one from scratch /// </summary> public static void LoadPlayThrough(bool instantplay) { //Prevent duplicate load in SaveSystem instance saveSystem.Clear(); saveSystem.Load(Files.PLAYTHROUGH_FNAME); currentPlayThrough = saveSystem.GetObject <Playthrough>(); if (currentPlayThrough == null) { saveSystem.Clear(); NewPlayThrough(instantplay); } else { LoadCurrentLevel(); } }