// Update is called once per frame void Update() { if (oldHealth > stats.currentHealth) { stats.strength++; oldHealth = stats.currentHealth; UpdateAllTheThings.weaponUpdate(); } else if (oldHealth != stats.currentHealth) { oldHealth = stats.currentHealth; } }
// Use this for initialization void Awake() { DontDestroyOnLoad(this); exp = (int)GameData.data[playerClass]["exp"]; level = (int)GameData.data[playerClass]["level"]; levelsGained = (int)GameData.data[playerClass]["levelsGained"]; expNeeded = (int)GameData.data[playerClass]["expNeeded"]; runSpeedMult = Convert.ToSingle(GameData.data[playerClass]["runSpeedMult"]); healthMult = Convert.ToSingle(GameData.data[playerClass]["healthMult"]); manaMult = Convert.ToSingle(GameData.data[playerClass]["manaMult"]); armourMult = Convert.ToSingle(GameData.data[playerClass]["armourMult"]); knockbackMult = Convert.ToSingle(GameData.data[playerClass]["knockbackMult"]); strength = (int)GameData.data[playerClass]["strength"]; agility = (int)GameData.data[playerClass]["agility"]; intellect = (int)GameData.data[playerClass]["intellect"]; vitality = (int)GameData.data[playerClass]["vitality"]; luck = (int)GameData.data[playerClass]["luck"]; UpdateAllTheThings.playerStatUpdate(this.GetComponent <PlayerStats>()); currentHealth = maxHealth; GetComponent <Movement>().speed = GetComponent <Movement>().baseSpeed *runSpeedMult; }