public void ApplySkillPoints() { General_Skillpoints.GetComponent <Text> ().text = currentCharacter.G_SkillPoints + ""; switch (currentSkill.SkillIdentifier) { case 0: this.SkillPoints = currentCharacter.G_SkillPoints + currentCharacter.O_Skillpoints; Type_Text.GetComponent <Text> ().text = "Offensive Skillpoints"; Type_Skillpoints.GetComponent <Text> ().text = currentCharacter.O_Skillpoints + ""; break; case 1: this.SkillPoints = currentCharacter.G_SkillPoints + currentCharacter.D_Skillpoints; Type_Text.GetComponent <Text> ().text = "Deffensive Skillpoints"; Type_Skillpoints.GetComponent <Text> ().text = currentCharacter.D_Skillpoints + ""; break; case 2: this.SkillPoints = currentCharacter.G_SkillPoints + currentCharacter.U_Skillpoints; Type_Text.GetComponent <Text> ().text = "Utility Skillpoints"; Type_Skillpoints.GetComponent <Text> ().text = currentCharacter.U_Skillpoints + ""; break; } }
public void ChangeSkillPoints(int value) { int dif = 0; switch (currentSkill.SkillIdentifier) { case 0: if (currentCharacter.O_Skillpoints > -value) { currentCharacter.O_Skillpoints += value; } else { dif = currentCharacter.O_Skillpoints + value; currentCharacter.O_Skillpoints = 0; } Type_Skillpoints.GetComponent <Text> ().text = currentCharacter.O_Skillpoints + ""; break; case 1: if (currentCharacter.D_Skillpoints > -value) { currentCharacter.D_Skillpoints += value; } else { dif = currentCharacter.D_Skillpoints + value; currentCharacter.D_Skillpoints = 0; } Type_Skillpoints.GetComponent <Text> ().text = currentCharacter.D_Skillpoints + ""; break; case 2: if (currentCharacter.U_Skillpoints > -value) { currentCharacter.U_Skillpoints += value; } else { dif = currentCharacter.U_Skillpoints + value; currentCharacter.U_Skillpoints = 0; } Type_Skillpoints.GetComponent <Text> ().text = currentCharacter.U_Skillpoints + ""; break; } this.SkillPoints += value; currentCharacter.G_SkillPoints += dif; General_Skillpoints.GetComponent <Text> ().text = currentCharacter.G_SkillPoints + ""; }