void Awake() { if (gold == null) { gold = new ObservedValue <int>(0); lootGold = new ObservedValue <int>(0); experience = new ObservedValue <int>(0); level = new ObservedValue <int>(1); totalDistance = new ObservedValue <float>(0); health = new ObservedValue <int>(100); } else { gold = new ObservedValue <int>(gold.Value); lootGold = new ObservedValue <int>(lootGold.Value); experience = new ObservedValue <int>(experience.Value); level = new ObservedValue <int>(level.Value); totalDistance = new ObservedValue <float>(totalDistance.Value); health = new ObservedValue <int>(health.Value); } crit = new ObservedValue <int>(0); attackStrength = 5 + level.Value + equippedWeapon.baseAttack; if (defenseModifier == 0) { defenseModifier = 1; } else { defenseModifier = equippedArmor.attributeValue; } maxHealth = 100 + 10 * level.Value; critFactor = 4 + Mathf.RoundToInt((equippedWeapon.critModifier - 1f) * 40); loadPlayer(); if (equippedWeapon.Equals(ItemList.noItem) || equippedWeapon.Equals(default(item))) { equipWeapon(ItemList.itemMasterList[ItemList.WOOD_SWORD]); } if (died) { health.Value = maxHealth / 2; lootGold = new ObservedValue <int>(0); } if (GameState.atCamp) { gold.Value += lootGold.Value; lootGold.Value = 0; } savePlayer(); instance = this; }
public void acceptItem() { if (currentItem.Equals(ItemList.noItem) || currentItem.Equals(default(item))) { print("No item selected"); return; } if(currentItem.price > Player.gold.Value) { StartCoroutine(showNotEnoughGold()); } else { Player.takeGold(currentItem.price); Inventory.items.Add(currentItem); StartCoroutine(buyItemFeedback()); } }
void saveEquippedItems() { if (!equippedWeapon.Equals(default(item)) && !equippedWeapon.Equals(ItemList.noItem)) { PlayerPrefs.SetString(EQUIPPED_WEAPON, equippedWeapon.name); } if (!equippedArmor.Equals(default(item)) && !equippedArmor.Equals(ItemList.noItem)) { PlayerPrefs.SetString(EQUIPPED_ARMOR, equippedArmor.name); } if (!equippedAccessory.Equals(default(item)) && !equippedAccessory.Equals(ItemList.noItem)) { PlayerPrefs.SetString(EQUIPPED_ACCESSORY, equippedAccessory.name); } }