void SetUpPlayerStats() { HealthBehavior playerHealth = GameObject.FindObjectOfType <PlayerBehaviour>().GetComponent <HealthBehavior>(); playerHealth.SetMaxHealth(10); playerHealth.SetDefenseValue(0); playerHealth.GetComponent <OffenseBehavior>().SetAttackPower(1); }
private void PrimeNewEnemy() { enemyOffenseStats = enemy.GetComponent <OffenseBehavior>(); enemyOffenseStats.SetAttackPower(enemyOffenseStats.GetAttackPower()); enemyHealthStats = enemy.GetComponent <HealthBehavior>(); enemyHealthStats.SetMaxHealth(enemyHealthStats.maxHealth); enemyAi = enemy.GetComponent <EnemyBehaviour>(); enemyAi.SetAttackRate(enemyAi.attackRateInSeconds); enemyAi.ResetEnemy(); }
private void PrimeNewEnemy() { enemyOffenseStats = enemy.GetComponent <OffenseBehavior>(); enemyOffenseStats.SetAttackPower(enemyOffenseStats.GetAttackPower() + multiplier); enemyHealthStats = enemy.GetComponent <HealthBehavior>(); enemyHealthStats.SetMaxHealth(enemyHealthStats.maxHealth * multiplier); enemyHealthStats.SetDefenseValue(enemyHealthStats.GetDefenseValue() + multiplier); enemyAi = enemy.GetComponent <EnemyBehaviour>(); //enemyAi.SetAttackRate(enemyAi.attackRateInSeconds); enemyAi.winningsValue *= multiplier; pendingWinnings = enemy.GetComponent <EnemyBehaviour>().winningsValue; multiplier = (enemyPool.enemyIndex + 1) * difficultyScale; }
public void SetMaxHealth(int amount) { myHealth.SetMaxHealth(amount); }