void Update() { if (Input.GetKeyDown(KeyCode.Tab)) { menu.Toggle(); } if (!player || !menu.Visible()) { return; } txt.text = "[Lv." + player.level + "]\n\n" + player.strength + "\n\n" + player.dexterity + "\n\n" + player.vitality + "\n\n" + player.energy + "\n\n" + "nan" + "\n\n" + //armor player.availableStatsPoints + "\n\n\n\n" + // player.currentDamage + "\n\n" + (long)player.weaponAttackMin + "-" + (long)player.weaponAttackMax + "\n\n" + player.currentWeaponPeriod + "\n\n" + (long)((player.weaponAttackMin + player.weaponAttackMax) / player.currentWeaponPeriod * 0.5f) + "\n\n" + player.maxHealth + "\n\n" + player.currentExperience + "\n\n" + player.requiredExperience; }
void Update() { if (Input.GetKeyDown(KeyCode.N)) { menu.Toggle(); } if (!player || !menu.Visible()) { return; } }
void Update() { if (Input.GetKeyDown(KeyCode.I)) { menu.Toggle(); } if (!player || !menu.Visible()) { return; } if (player.inventoryChanged) { UpdateInv(); player.inventoryChanged = false; } }