void OnEnable() { if (CheckLevelUp && GameState.Instance.PlayerRpgState.Experience >= RpgValues.XPToNext(GameState.Instance.PlayerRpgState.Level)) { DefaultLevelUpModal.PushModal(OnLevelUpDone); } }
void OnEnable() { //why is this not on SignalPaint? hell if I know if (CheckLevelUp && !GameState.Instance.MenuGameStateLocked && GameState.Instance.PlayerRpgState.Experience >= RpgValues.XPToNext(GameState.Instance.PlayerRpgState.Level)) { DefaultLevelUpModal.PushModal(OnLevelUpDone); } }
public void OnClickOpenLevelDialog() { DefaultLevelUpModal.PushModal(SignalPaint); }