public void ResetValues() { AgilityModifier.Reset(); StrengthModifier.Reset(); ResistanceModifier.Reset(); VitalityModifier.Reset(); }
public void SetValues() { //Initialize(); Player player = LevelController.Player; totalSkillPoints = skillPointByLevel; SkillPointsText.text = skillPointByLevel.ToString(); AgilityModifier.SetValue(Mathf.FloorToInt(player.GetAgility())); StrengthModifier.SetValue(Mathf.FloorToInt(player.GetStrength())); ResistanceModifier.SetValue(Mathf.FloorToInt(player.GetResistance())); VitalityModifier.SetValue(Mathf.FloorToInt(player.GetVitality())); }
/// <summary> /// /// </summary> /// <param name="changeValue"></param> private void OnStatLevelChange(int changeValue) { if (changeValue == 0) { return; } totalSkillPoints -= changeValue; if (totalSkillPoints == 0) { AgilityModifier.DenyAdd(); StrengthModifier.DenyAdd(); ResistanceModifier.DenyAdd(); VitalityModifier.DenyAdd(); transform.Find("LevelUp_Menu/InnerSpace/Level Up Button") .GetComponent <Button>() .interactable = true; } else if (totalSkillPoints == 1 && changeValue < 0) { AgilityModifier.AllowAdd(); StrengthModifier.AllowAdd(); ResistanceModifier.AllowAdd(); VitalityModifier.AllowAdd(); transform.Find("LevelUp_Menu/InnerSpace/Level Up Button") .GetComponent <Button>() .interactable = false; } SkillPointsText.text = totalSkillPoints.ToString(); Debug.Log( message: name + " remaining skill points: " + totalSkillPoints); }