void Start () { ls = gameObject.GetComponent<Leveling_System>(); //ps = gameObject.GetComponent<Player_Stats>(); //pc = gameObject.GetComponent<Player_Control>(); }
// Use this for initialization void Start () { UI_Stats = StatPanel.GetComponent<UI_StatsPanel>(); health = Healthbar.GetComponent<UI_Bar>(); power = PowerBar.GetComponent<UI_Bar>(); ls = gameObject.GetComponent<Leveling_System>(); //max_Blood = ls.currentLevel.Blood; // max_Love = ls.currentLevel.Love; health.BarText = max_Blood.ToString(); power.BarText = max_Love.ToString(); Current_Blood = ls.currentLevel.Blood; Current_Love = ls.currentLevel.Love; UI_Stats.Blood_Text = ls.currentLevel.Blood.ToString(); UI_Stats.Love_Text = ls.currentLevel.Love.ToString(); UI_Stats.Dexterity_Text = ls.currentLevel.Dexterity.ToString(); UI_Stats.Intelligence_Text = ls.currentLevel.Intelligence.ToString(); UI_Stats.Luck_Text = ls.currentLevel.Luck.ToString(); }
void Start() { ls = gameObject.GetComponent <Leveling_System>(); //ps = gameObject.GetComponent<Player_Stats>(); //pc = gameObject.GetComponent<Player_Control>(); }
// Use this for initialization void Start() { UI_Stats = StatPanel.GetComponent <UI_StatsPanel>(); health = Healthbar.GetComponent <UI_Bar>(); power = PowerBar.GetComponent <UI_Bar>(); ls = gameObject.GetComponent <Leveling_System>(); //max_Blood = ls.currentLevel.Blood; // max_Love = ls.currentLevel.Love; health.BarText = max_Blood.ToString(); power.BarText = max_Love.ToString(); Current_Blood = ls.currentLevel.Blood; Current_Love = ls.currentLevel.Love; UI_Stats.Blood_Text = ls.currentLevel.Blood.ToString(); UI_Stats.Love_Text = ls.currentLevel.Love.ToString(); UI_Stats.Dexterity_Text = ls.currentLevel.Dexterity.ToString(); UI_Stats.Intelligence_Text = ls.currentLevel.Intelligence.ToString(); UI_Stats.Luck_Text = ls.currentLevel.Luck.ToString(); }