Esempio n. 1
0
    //When the level need to be restart, conserv the important data
    public void SaveLevelInfos()
    {
        //Energy
        InitController();
        energyCurrent = goldController.GetEnergy();
        energyMax     = goldController.GetEnergyMax();

        //Life
        lifeMax = lifeController.GetLifeMax();

        //Fire
        projectileRate = fireController.GetFireRate();
        projectileDmg  = playerController.GetDamageProjectile();

        //Cac
        cacRate = meleeController.GetAttackCooldown();
        cacDmg  = playerController.GetDamageMelee();

        //Move
        runSpeed  = playerMove.GetRunSpeed();
        dashSpeed = playerMove.GetDashSpeed();
        jumpSpeed = playerMove.GetJumpSpeed();

        //Upgrade
        costUpgrade    = upgradeController.GetCost();
        facteurUpgrade = upgradeController.GetFacteur();
    }
Esempio n. 2
0
 private void Hud()
 {
     //Update all text fields
     neededEnergy.text  = "Energy needed for next upgrade : " + upgradeController.GetCost();
     currentEnergy.text = "Current Energy : " + goldController.GetEnergy() + "/" + goldController.GetEnergyMax();
     maxLife.text       = "" + lifeController.GetLifeMax();
     fireRate.text      = "each " + fireController.GetFireRate() + " sec";
     maxEnergy.text     = "" + goldController.GetEnergyMax();
     fireDamage.text    = "" + playerController.GetDamageProjectile();
     punchDamage.text   = "" + playerController.GetDamageMelee();
     punchRate.text     = "each " + meleeController.GetAttackCooldown() + " sec";
 }