private void LevelUp(RSLevel lvl) { // message the level up with particles, audio and chatbox message audioSource.PlayOneShot(levelingClip); levelingParticles.Play(); Chatbox.Instance.UpdateChatbox("<color=yellow>You reached level " + lvl.lvl + " in " + lvl.lvlName + "</color>"); }
// display the xp raise up the screen public void ExperienceDrop(int amount, RSLevel lvl) { // restart the timer inactivityTimer = 0; // turn on the ring at top of screen lvlRing.SetActive(true); // out variables int needed = 0; int remainder = 0; int lvlXP = 0; // get the needed variables from the xp table xpTable.CalculateNextLvl(lvl.xp, out remainder, out lvlXP, out needed); // get the 0 to 1 of the current progress to the next lvl and set the fill amount of the image lvlProgressImage.fillAmount = Mathf.InverseLerp(needed - lvlXP, 0, remainder); // update the raising text xpText.text = "+" + amount + " xp"; // start moving the text StartCoroutine(MoveText()); // populate the hover box text levelText.text = lvl.lvlName + ": " + lvl.lvl; currentXPText.text = "Current XP: " + lvl.xp; nextLevelText.text = "Next Level: " + needed; remainderText.text = "Remainder: " + remainder; }
private void StrengthLvlGained(RSLevel lvl) { StrengthUIUpdate(); }
private void MiningLvlGained(RSLevel lvl) { MiningUIUpdate(); }