//public Button selectedObject; void Start() { startButton.interactable = false; newPlayer = new BasePlayerClass(); UpdateUI(); // selectedObject.Select(); }
// Use this for initialization void Start() { NewPlayer = new BasePlayerClass(); SetKnigthStartingClass(); UpdateUI(); DontDestroyOnLoad(this); }
void Start() { foreach (GameObject character in characters) { character.SetActive(false); } newPlayer = new BasePlayerClass(); updateUI(); }
public BasePlayer(BasePlayerClass characterClass) { PlayerLevel = 1; CurrentExperience = 0; Class = characterClass.Class; Armor = characterClass.Armor; Resist = characterClass.Resist; MaxHealth = characterClass.MaxHealth; CurrentHealth = MaxHealth; Perseverance = characterClass.Perseverance; Power = characterClass.Power; CriticalChance = characterClass.CriticalChance; Haste = characterClass.Haste; AttackPotency = characterClass.AttackPotency; }
private void RetrieveBaseStatPoints() { BasePlayerClass pClass = GameData.PlayerClass; pointsToAllocate [0] = pClass.Vitality; baseStatPoints [0] = pClass.Vitality; pointsToAllocate [1] = pClass.Endurance; baseStatPoints [1] = pClass.Endurance; pointsToAllocate [2] = pClass.Attack; baseStatPoints [2] = pClass.Attack; pointsToAllocate [3] = pClass.Defense; baseStatPoints [3] = pClass.Defense; pointsToAllocate [4] = pClass.Precision; baseStatPoints [4] = pClass.Precision; }
void Start() { newPlayer = new BasePlayerClass(); UpdateUI(); }
// Use this for initialization void Start() { newPlayer = new BasePlayerClass(); SetWarriorClass(); }