public void UpgradeAimDistance()
 {
     if (CanUpgrade(PlayerUpgrades.AimDistance, playerData.aimDistance))
     {
         PlayerUpgrades.Upgrade(PlayerUpgrades.AimDistance, playerData.aimDistance);
         UpdateUpgrade(PlayerUpgrades.AimDistance, playerData.aimDistance, currentAimDistance, nextAimDistance, aimDistanceUpgradeCost, aimDistanceUpgradeButton);
     }
 }
 public void UpgradeSpeed()
 {
     if (CanUpgrade(PlayerUpgrades.Speed, playerData.speed))
     {
         PlayerUpgrades.Upgrade(PlayerUpgrades.Speed, playerData.speed);
         UpdateUpgrade(PlayerUpgrades.Speed, playerData.speed, currentMaxHealth, nextSpeed, speedUpgradeCost, speedUpgradeButton);
     }
 }
 public void UpgradeHealthRegenCooldown()
 {
     if (CanUpgrade(PlayerUpgrades.RegenCooldown, playerData.regenCooldown))
     {
         PlayerUpgrades.Upgrade(PlayerUpgrades.RegenCooldown, playerData.regenCooldown);
         UpdateUpgrade(PlayerUpgrades.RegenCooldown, playerData.regenCooldown, currentRegenCooldown, nextRegenCooldown, regenCooldownUpgradeCost, regenCooldownUpgradeButton);
     }
 }
 public void UpgradeHealthRegenRate()
 {
     if (CanUpgrade(PlayerUpgrades.HealthRegen, playerData.healthRegen))
     {
         PlayerUpgrades.Upgrade(PlayerUpgrades.HealthRegen, playerData.healthRegen);
         UpdateUpgrade(PlayerUpgrades.HealthRegen, playerData.healthRegen, currentRegenRate, nextRegenRate, regenRateUpgradeCost, regenRateUpgradeButton);
     }
 }
 public void UpgradeMaxHealth()
 {
     if (CanUpgrade(PlayerUpgrades.MaxHealth, playerData.maxHealth))
     {
         PlayerUpgrades.Upgrade(PlayerUpgrades.MaxHealth, playerData.maxHealth);
         UpdateUpgrade(PlayerUpgrades.MaxHealth, playerData.maxHealth, currentMaxHealth, nextMaxHealth, maxHealthUpgradeCost, maxHealthUpgradeButton);
     }
 }
Example #6
0
	public void Add_Part(GameObject attribute) {
		attribute_collection.Add (attribute);

		if (displayer != null)
			displayer.Add_Part_Display (attribute);

		attribute.SetActive (false);

		//check if you have enough attributes for a body part
		PlayerUpgrades.BodyPart part = Has_Enough_For_Upgrade();
		pu.Upgrade(part);
	}