public void PlayerStatLevelUp(Player player, string skill, int levelsGained) { var session = sessions.Get(player); foreach (var connection in connectionProvider.GetConnectedActivePlayerConnections(session)) { connection.Send(PlayerLevelUp.Create(player, skill, levelsGained), SendOption.Reliable); } }
private void Start() { playerAttributes = GetComponent <PlayerAttributes>(); playerLevelUp = GetComponent <PlayerLevelUp>(); playerHealth = GetComponent <PlayerHealth>(); playerSkills = GetComponent <PlayerSkills>(); playerSkills.OnSkillUnlocked += PlayerSkills_OnSkillUnlocked; playerSkills.OnSkillActivated += PlayerSkills_OnSkillActivated; FindObjectOfType <UISkillTree>().SetPlayerSkills(playerSkills); }
void Awake() { levelUpEvent = new PlayerLevelUp(); health = maxHealth; col = GetComponent <Collider>(); controller = GetComponent <CharacterController>(); inventory = FindObjectOfType <Inventory>(); }
//private PlayerLevelUp bar; // Use this for initialization void Start() { if (!UIExist) //if player does not exist in the game then do not destroy the player { UIExist = true; DontDestroyOnLoad(transform.gameObject); } else //if a player does already exists, we need to destroy the extra player/character that is created from moving between levels { Destroy(gameObject); } Plu = GetComponent <PlayerLevelUp> (); }
void LevelUp(long userid, int level) { LevelEntry data = context.GetModule <PlayerLevelModule>().GetLevelData(level); if (data == null) { Logger.Warning(this, $"No data found for levelup to character level {level}"); return; } context.Database.Update <Player>() .Set(p => p.Level == level, p => p.Experience == p.Experience - data.Experience, p => p.CurrentHP == data.Health, p => p.MaximumHP == data.Health, p => p.CurrentMP == data.Mana, p => p.MaximumMP == data.Mana, p => p.Strength == data.Strength, p => p.Dexterity == data.Dexterity, p => p.Fitness == data.Fitness, p => p.Luck == data.Luck, p => p.Intelligence == data.Intelligence) .Where(p => p.UserID == userid) .Execute(); PlayerLevelUp?.Invoke(userid); }
// Use this for initialization void Start() { lvlup = FindObjectOfType <PlayerLevelUp> (); }
// Use this for initialization void Start() { EnemyCurrentHealth = EnemyMaxHealth; playerstats = FindObjectOfType <PlayerLevelUp> (); pq = FindObjectOfType <PlayerQuesting> (); }