// Start is called before the first frame update void Start() { lvlUpAnimator = lvlUpObject.GetComponent <Animator>(); levelText = levelTextObject.GetComponent <Text>(); npcMgr = gameObject.GetComponent <NPCManager>(); gameMgr = gameObject.GetComponent <GameManager>(); playerMgr = playerObj.GetComponent <PlayerManager>(); scoreMgr = scoreObj.GetComponent <ScoreManager>(); cactiMgr = gameObject.GetComponent <CactiManager>(); skillsMgr = gameObject.GetComponent <SkillsManager>(); if (false) //if (PlayerPrefs.HasKey("currentLvl")) { currentNpcTypeAWorth = PlayerPrefs.GetFloat("npcTypeAWorth"); currentNpcTypeALife = PlayerPrefs.GetFloat("npcTypeALife"); currentNpcTypeASpeed = PlayerPrefs.GetFloat("npcTypeASpeed"); currentNpcSpawnRate = PlayerPrefs.GetFloat("npcSpawnRate"); currentCactiSpawnRate = PlayerPrefs.GetFloat("cactiSpawnRate"); macroLevelCount = PlayerPrefs.GetInt("currentLvl"); } else { currentNpcTypeAWorth = npcMainBaseValue * npcWorthFactor; currentNpcTypeALife = npcMainBaseValue * npcLifeFactor; currentNpcTypeASpeed = npcMainBaseValue * npcSpeedFactor; currentNpcSpawnRate = npcMainBaseValue * npcSpawnRateFactor; currentCactiSpawnRate = npcMainBaseValue * cactiSpawnRateFactor; PlayerPrefs.SetFloat("npcTypeAWorth", currentNpcTypeAWorth); PlayerPrefs.SetFloat("npcTypeALife", currentNpcTypeALife); PlayerPrefs.SetFloat("npcTypeASpeed", currentNpcTypeASpeed); PlayerPrefs.SetFloat("npcSpawnRate", currentNpcSpawnRate); PlayerPrefs.SetFloat("cactiSpawnRate", currentCactiSpawnRate); PlayerPrefs.SetInt("currentLvl", 1); } levelText.text = "Level: " + macroLevelCount; }
// Start is called before the first frame update private void Start() { npcMgr = gameObject.GetComponent <NPCManager>(); cactiMgr = gameObject.GetComponent <CactiManager>(); }