private void Pause() { vikingStats = GameManager.Instance.CurrentViking.Stats; UpdateText(); pauseMenu.SetActive(true); Time.timeScale = 0f; isPaused = true; }
public void SetStats(VikingStats newStats) { vikingStats = newStats; maxHealth.text = "Health\n" + vikingStats.maxHealth.ToString(); maxStamina.text = "Stamina\n" + vikingStats.maxStamina.ToString(); meleeDamage.text = "Melee Damage\n" + vikingStats.meleeDamage.ToString(); rangeDamage.text = "Range Damage\n" + vikingStats.rangeDamage.ToString(); healingAmount.text = "Healing\n" + vikingStats.healing.ToString(); playerImmunities.text = GetImmunities(); }
private VikingStats GenerateStats() { VikingStats newStats = (VikingStats)ScriptableObject.CreateInstance("VikingStats"); newStats.maxHealth = Round(Random.Range(40, 101)); newStats.maxStamina = Round(Random.Range(40, 101)); newStats.healing = Round(Random.Range(40, 101)); newStats.meleeDamage = Round(Random.Range(5, 21)); newStats.rangeDamage = Round(Random.Range(5, 21)); newStats.immunities = GetElements(); return(newStats); }
public void GenerateVikings(Transform transform) { vikings.Clear(); for (int i = 0; i < 3; i++) { Vector2 spawnPosition = new Vector2(transform.position.x + 5 + i, transform.position.y); GameObject newViking = Instantiate(vikingPrefab, spawnPosition, Quaternion.identity); newViking.GetComponent <Viking>().enabled = false; newViking.GetComponent <Rigidbody2D>().simulated = false; VikingStats newStats = GenerateStats(); newViking.GetComponent <Viking>().SetStats(newStats); SpriteRenderer[] srs = newViking.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer sr in srs) { sr.color = Random.ColorHSV(); } vikings.Add(newViking); vikingButtons[i].SetStats(newViking.GetComponent <Viking>().Stats); } }
public void SetStats(VikingStats newStats) { stats = newStats; }