// Start is called before the first frame update
 void Start()
 {
     OnPlayerStatChange      += UpdatePlayerStats;
     OnPlayerInventoryChange += UpdatePlayerInventory;
     OnEnemyUpdate           += UpdateEnemyStats;
     playerInventoryText.text = "Items: ";
 }
 void Start()
 {
     OnPlayerStatChange      += UpdatePlayerStats;
     OnPlayerInventoryChange += UpdatePlayerInventory;
     OnPlayerFloorChange     += UpdatePlayerFloor;
     OnEnemyUpdate           += UpdateEnemyStats;
     UIController.OnPlayerFloorChange();
 }
Exemple #3
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 void Start()
 {
     OnPlayerStatChange        += UpdatePlayerStats;
     OnPlayerInventoryChange   += UpdatePlayerInventory;
     OnEnemyUpdate             += UpdateEnemyStats;
     OnPlayerUpdateActivate    += ActivateUpdateStat;
     OnPlayerUpdateDesactivate += DesactivateUpdateStat;
 }
Exemple #4
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    // Use this for initialization
    void Start()
    {
        // UpdatePlayerStats and UpdatePlayerItems are the listeners
        // Add the two listeners to OnPlayerUpdateHandler
        OnPlayerStatChange  += UpdatePlayerStats;
        OnPlayerItemsChange += UpdatePlayerItems;

        // Add the UpdateEnemyStats listener to OnEnemyUpdateHandler
        OnEnemyUpdate += UpdateEnemyStats;
    }
Exemple #5
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    // Use this for initialization
    void Start()
    {
        OnPlayerStatChange += UpdatePlayerStats;
        //OnPlayerStatChange += UpdatePlayerInventory; // TODO implement stat changes on items
        OnPlayerInventoryChange += UpdatePlayerInventory;
        OnEnemyUpdate           += UpdateEnemyStats;

        //Initialize header for inventory
        playerInventoryText.text = "Items: ";
    }
 void Start()
 {
     OnPlayerStatChange      += UpdatePlayerStats;
     OnPlayerInventoryChange += UpdatePlayerInventory;
     OnEnemyUpdate           += UpdateEnemyStats;
 }
 public void OnDestroy()
 {
     OnPlayerStatChange      -= UpdatePlayerStats;
     OnPlayerInventoryChange -= UpdatePlayerInventory;
     OnEnemyUpdate           -= UpdateEnemyStats;
 }