public LevelDef? Next() { if (Level < Const.LevelMax) return new LevelDef(World, Level + 1, Difficulty); if (World < Const.WorldMax) return new LevelDef(World + 1, (Level) 1, Difficulty); return null; }
private void Win() { Debug.Assert(_starsLeft.Count == 0); UnregisterGetStar(); UserLevelClear.Win(_levelDef); var nextLevel = _levelDef.Next(); if (nextLevel.HasValue) { TransitionManager.TransferToLevel(nextLevel.Value); } else { TransitionManager.TransferToLevelSelect(new LevelSelectController.TransitionData(_levelDef.World)); } }