public PlayerDataManager.PlayerData LoadPlayerEquipmentStatusSetting(PlayerDataManager.PlayerData _playerData) { ItemContainerSaveData savedSlots = ItemSaveIO.LoadItems(EquipmentFileName); if (savedSlots == null) { return(_playerData); } for (int i = 0; i < savedSlots.savedSlots.Length; i++) { ItemSlotSaveData savedSlot = savedSlots.savedSlots[i]; if (savedSlot == null) { } else { EquippableItem equipItem = (EquippableItem)m_itemDataBase.GetItemReference(savedSlot.itemID); _playerData.attack += equipItem.attackBonus; _playerData.defensive += equipItem.armorBonus; _playerData.maxHp += equipItem.maxHealthBonus; } } return(_playerData); }
// Start is called before the first frame update void Start() { PlayerInfo.PlayerCharInfo playerCharInfo; PlayerDataManager.PlayerData playerData = PlayerDataManager.Inst.GetPlayerData(); playerCharInfo.attack = playerData.attack; playerCharInfo.defensive = playerData.defensive; playerCharInfo.critical = playerData.critical; playerCharInfo.maxHp = playerData.maxHp; playerCharInfo.level = playerData.level; playerInfo.SetInfo(playerCharInfo); }
void UIUpdate(PlayerDataManager.PlayerData param) { hpText.text = string.Format("{0}", param.maxhp); defText.text = string.Format("{0}", param.def); }
void UpdateUIForPlayer(PlayerDataManager.PlayerData data) { sPlayerHP.value = (float)data.hp / (float)data.maxhp; }
void UpdateUIForPlayer(PlayerDataManager.PlayerData data) { sPlayerHP.value = (float)data.hp / (float)data.maxhp; sPlayerHPText.text = string.Format("{0}/{1}", data.hp, data.maxhp); }