private void OnEnable() { statTier = (StatTierList)target; }
public float TierRatio() { return((float)(StatTierList.ClampTier(tier) - StatTierList.MinTier) / (float)(StatTierList.MaxTier - StatTierList.MinTier)); }
private void UpdateStats() { FillPlayerStats(currentStats, currentTiers.Tiers); FillPlayerStats(minStats, StatTierList.GetFilledList(StatTierList.MinTier)); FillPlayerStats(maxStats, StatTierList.GetFilledList(StatTierList.MaxTier)); }