AddExp() public method

public AddExp ( uint exp ) : void
exp uint
return void
Example #1
0
    //Update is called once per frame
    void Update()
    {
        _player.StatUpdate();

        if (_player.Exp != jScript.currentEXP)
        {
            _player.ExpToLvl = jScript.currentNEXT;
            Debug.Log(_player.ExpToLvl);
            if (addExp)
            {
                _player.AddExp(10);
                addExp = false;
            }
            Debug.Log(_player.Exp);
            _player.CalculateLevel();

            if (_player.LevelUp)
            {
                Debug.Log("inside levelup if");
                _player.LevelUp = false;
                Debug.Log(_player.LevelUp);
                jScript.currentLV++;;
                jScript.currentEXP  = 0;
                jScript.fullHP     += jScript.startATK * (Mathf.CeilToInt(jScript.currentLV / 2));
                jScript.currentHP   = jScript.fullHP;
                jScript.fullMP     += jScript.startINT * (Mathf.CeilToInt(jScript.currentLV / 2));
                jScript.currentMP   = jScript.fullMP;
                jScript.currentNEXT = (int)(_player.ExpToLvlBase * _player.ExpModifier);
                jScript.levelUpATK += (int)(jScript.startATK * _player.StatModifier);
                jScript.levelUpINT += (int)(jScript.startINT * _player.StatModifier);
                jScript.levelUpAGI += (int)(jScript.startAGI * _player.StatModifier);

                if (jScript.currentLV % 5 == 0)
                {
                    jScript.levelUpLCK += 1;
                }

                _player.ExpToLvl     = jScript.currentNEXT;
                _player.ExpToLvlBase = _player.ExpToLvl;
            }
        }

        //remove dream special effects once dream sequence is over
        if (PlayerPrefs.GetInt("Story Progress") >= 9)
        {
            foreach (GameObject flare in GameObject.FindGameObjectsWithTag("dreamflare"))
            {
                Destroy(flare);
            }
        }
    }