private void LevelGained(ActorGainedLevelEventArgs args) { ExpSlider.value = ExpManager.PercentProgressBetweenLevels(player.Experience, player.Level); LevelText.text = "LVL: " + player.Level; StartCoroutine("DisplayLevelUp"); }
private void SetUpMenu(ActorGainedLevelEventArgs args) { Perk[] perks = PerkCatalogue.GetPerksForLevelUp(); if (perks.Length > 0) { Time.timeScale = 0f; gameObject.SetActive(true); DisplayHelper.Clear(); for (int i = 0; i < Buttons.Length; i++) { if (i < perks.Length) { DisplayHelper.Add(Buttons [i], perks [i]); Buttons [i].gameObject.SetActive(true); // = true; Buttons [i].GetComponentInChildren <Text> ().text = perks [i].Name; } else { Buttons [i].gameObject.SetActive(false); } } } }
public void GainLevel(ActorGainedLevelEventArgs args) { Mechanics.Experience.GainLevel(); //Debug.Log ("Actor has gained Level " + Mechanics.Experience.Level); if (OnActorGainedLevel != null) { OnActorGainedLevel(args); } }
private void CheckIfNewLevelReached(ActorGainedExperienceEventArgs args) { int[] tempExpTable = (args.Rewarded.Type == ActorType.Player) ? PlayerNextLevelEXPRequirement : EnemyNextLevelEXPRequirement; float exp = args.Rewarded.Experience; int lvl = args.Rewarded.Level; while (lvl < tempExpTable.Length && exp >= tempExpTable [lvl]) { ActorGainedLevelEventArgs tempArgs = new ActorGainedLevelEventArgs(args.Rewarded, ++lvl); args.Rewarded.GainLevel(tempArgs); } }
void Player_OnActorGainedLevel(ActorGainedLevelEventArgs args) { /* * Perk[] perks = PerksCatalogue.GetPerksForLevelUp (); * * if (perks.Length > 0) * { * int choice = GameRandom.NextInt (perks.Length); * * PerksActive.Add (perks [choice]); * PerksCatalogue.MarkPerkAsChosen (perks [choice]); * * perks [choice].ApplyPerk (this); * * Debug.Log ("Spośród " + perks.Length + " wybrano perk " + perks [choice] + ". Aktywne perki: " + PerksActive.Count); * } */ //GameObject.Find ("Level Up Menu").GetComponent<LevelUpMenuScript> ().SetUpMenu (); }