private void Awake()
    {
        LevelSystem levelSystem = new LevelSystem();

        LevelSystemAnimated levelSystemAnimated = new LevelSystemAnimated(levelSystem);

        player.SetLevelSystemAnimated(levelSystemAnimated);
    }
Exemple #2
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 private void Awake()
 {
     playerSword                   = GetComponent <PlayerSword>();
     levelSystem                   = new LevelSystem();
     levelSystemAnimated           = new LevelSystemAnimated(levelSystem);
     playerSkills                  = new PlayerSkills();
     playerSkills.OnSkillUnlocked += PlayerSkills_OnSkillUnlocked;
 }
Exemple #3
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    public void SetLevelSystemAnimated(LevelSystemAnimated levelSystemAnimated)
    {
        // Set the LevelSystemAnimated object
        this.levelSystemAnimated = levelSystemAnimated;

        // Update the starting values
        SetLevelNumber(levelSystemAnimated.GetLevelNumber());
        SetExperienceBarSize(levelSystemAnimated.GetExperienceNormalized());

        // Surbscribe to the changed events
        levelSystemAnimated.OnExperienceChanged += LevelSystemAnimated_OnExperienceChanged;
        levelSystemAnimated.OnLevelChanged      += LevelSystemAnimated_OnLevelChanged;
    }
Exemple #4
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    [SerializeField] private EquipWindow equipWindow; // You are setting the private integer to equip the window //

    // [SerializeField] Serialization is the automatic process of transforming data structures or object states into a format that Unity can store and reconstruct later. //
    // Some of Unity’s built-in features use serialization; features such as saving and loading, the Inspector, window, instantiation and Prefabs //

    private void Awake()                             // Awake is called when the script instance is being loaded. //
    {
        LevelSystem levelSystem = new LevelSystem(); // Awake is called either when an active GameObject that contains the script is initialized when a Scene loads, //

        // or when a previously inactive GameObject is set to active, or after a GameObject created with Object.Instantiate is initialized. //
        // Use Awake to initialize variables or states before the application starts. //
        levelWindow.SetLevelSystem(levelSystem);                                        // You are using levelWindow to set the levelSystem //
        equipWindow.SetLevelSystem(levelSystem);                                        // You are using equipWindow to set the levelSystem //

        LevelSystemAnimated levelSystemAnimated = new LevelSystemAnimated(levelSystem); // In all code, repeating the same variable twice establishes what you're trying to do //

        // That's why it's always necessary to do LevelSystemAnimted levelSystemAnimated //
        levelWindow.SetLevelSystemAnimated(levelSystemAnimated); // In this code, you are using the levelWindow to set the animated level system //
        player.SetLevelSystemAnimated(levelSystemAnimated);      // In this code, you are using the player to trigger the animated level system, as the player is an integer connected to the level system //
    }
Exemple #5
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 public void SetLevelSystemAnimated(LevelSystemAnimated levelSystemAnimated) { // Any animated variable must be a public variable to make it show during the game //
  this.levelSystemAnimaed = levelSystemAnimated; // This code is used to confirm the levelSystemAnimated variable //
  
  levelSystemAnimated.OnLevelChanged += LevelSystem_OnLevelChanged; // This piece of code is meant to establish that the animation and the change in the game level is correlated //
 }
Exemple #6
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    public void SetLevelSystemAnimated(LevelSystemAnimated levelSystemAnimated)
    {
        this.levelSystemAnimated = levelSystemAnimated;

        levelSystemAnimated.OnLevelChanged += LevelSystem_OnLevelChanged;
    }