//receive xp function, the received experience is divided by players lvl //so it is harder to level up on easier enemies or easier quests public void IncrementXp(float receivedXp) { experience = experience + (receivedXp / (lvl + 1)); if (experience >= neededExperience) { experience = experience - neededExperience; neededExperience = neededExperience * 1.3f; LevelUp(); } hudGame.incrementXp(); var behave = GameObject.FindGameObjectWithTag("Behaviour").GetComponent <GameBehavior>(); behave.experience = experience; behave.neededExperience = neededExperience; behave.totalExperience += receivedXp; }
// Use this for initialization void Start() { Time.timeScale = 1; CrossPlatformInputManager.SetButtonUp("Fire"); var behave = GameObject.FindGameObjectWithTag("Behaviour").GetComponent <GameBehavior>(); strength = behave.getStrength(); agility = behave.getAgility(); inteligence = behave.getInteligence(); vitality = behave.getVitality(); isShooting = false; //NOVA LOGICA if (vitality <= 10) { maxLife = vitality * 10; } else if (vitality > 10 && vitality <= 20) { maxLife = vitality * 12; } else if (vitality > 20 && vitality <= 30) { maxLife = vitality * 15; } else { maxLife = vitality * 17; } if (strength <= 10) { baseDamage = strength + 2; } else if (strength > 10 && strength <= 20) { baseDamage = strength + 4; } else if (strength > 20 && strength <= 30) { baseDamage = strength + 6; } else { baseDamage = strength + 8; } speed = 1 + agility * 0.01f; life = maxLife; behave.life = life; behave.maxLife = maxLife; experience = behave.experience; if (life <= 0) { life = maxLife; } neededExperience = behave.neededExperience; HUD = GameObject.FindGameObjectWithTag("HUD"); //HUD hudGame = HUD.GetComponent <HUDGame> (); hudGame.initLife(); hudGame.takeDamage(); hudGame.incrementXp(); direction = 0; shootDirection = 0; bothAnimator = transform.GetComponent <Animator> (); legAnimator = transform.Find("Legs").GetComponent <Animator>(); torsoAnimator = transform.Find("Torso").GetComponent <Animator>(); torsoAnimator.SetInteger("Weapon", behave.selectedWeapon); behave.pause = false; extraTime = (float)behave.getInteligence() / (float)4; timeToStopSkill += extraTime; reloadingTime = 20; }
// Use this for initialization void Start() { Time.timeScale = 1; CrossPlatformInputManager.SetButtonUp("Fire"); var behave = GameObject.FindGameObjectWithTag("Behaviour").GetComponent<GameBehavior>(); strength = behave.getStrength(); agility = behave.getAgility(); inteligence = behave.getInteligence(); vitality = behave.getVitality(); isShooting = false; //NOVA LOGICA if (vitality <= 10) maxLife = vitality * 10; else if (vitality > 10 && vitality <= 20) maxLife = vitality * 12; else if (vitality > 20 && vitality <= 30) maxLife = vitality * 15; else maxLife = vitality * 17; if(strength <= 10) baseDamage = strength + 2; else if(strength > 10 && strength <=20) baseDamage = strength + 4; else if(strength > 20 && strength <=30) baseDamage = strength + 6; else baseDamage = strength + 8; speed = 1 + agility * 0.01f; life = maxLife; behave.life = life; behave.maxLife = maxLife; experience = behave.experience; if(life <= 0){ life = maxLife; } neededExperience = behave.neededExperience; HUD = GameObject.FindGameObjectWithTag ("HUD"); //HUD hudGame = HUD.GetComponent<HUDGame> (); hudGame.initLife (); hudGame.takeDamage(); hudGame.incrementXp (); direction = 0; shootDirection = 0; bothAnimator = transform.GetComponent<Animator> (); legAnimator = transform.Find("Legs").GetComponent<Animator>(); torsoAnimator = transform.Find("Torso").GetComponent<Animator>(); torsoAnimator.SetInteger("Weapon",behave.selectedWeapon); behave.pause = false; extraTime = (float)behave.getInteligence () / (float)4; timeToStopSkill += extraTime; reloadingTime = 20; }