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>();
    }
Exemple #4
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    // 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();
    }