void OnEnable() { playerLevel = gameObject.GetComponent <PlayerLevel>(); energyBar = GameObject.FindGameObjectWithTag("Energy"); energyBarTrans = energyBar.GetComponent <RectTransform>(); level = playerLevel.getLevel(); }
public void levelUpHealth() { level = playerLevel.getLevel(); maxHealth = Mathf.Pow(level / constant, 2f); healthBar.maxValue = maxHealth; currentHealth = maxHealth; healthBar.value = currentHealth; }
public void levelUpHunger() { level = playerLevel.getLevel(); maxHunger = Mathf.Pow(level / constant, 2f); hungerBar.maxValue = maxHunger; currentHunger = maxHunger; hungerBar.value = currentHunger; }
void OnEnable() { playerLevel = gameObject.GetComponent <PlayerLevel>(); playerEnergy = gameObject.GetComponent <PlayerEnergy>(); healthBar = GameObject.FindGameObjectWithTag("Health"); healthBarTrans = healthBar.GetComponent <RectTransform>(); level = playerLevel.getLevel(); player = GameObject.FindGameObjectWithTag("Player"); sprite = player.GetComponent <SpriteRenderer>(); canvas = GameObject.FindGameObjectWithTag("Canvas"); }
void Awake() { currentHealth = 25f; healthBar.value = currentHealth; playerLevel = player.GetComponent <PlayerLevel>(); level = playerLevel.getLevel(); maxHealth = 25f; healthBar.maxValue = maxHealth; regenRate = 5f; timer = 0f; }
void Awake() { currentHunger = 25f; hungerBar.value = currentHunger; maxHunger = 25f; hungerBar.maxValue = maxHunger; degenRate = .5f; timer = 0f; playerHealth = player.GetComponent <PlayerHealth>(); playerLevel = player.GetComponent <PlayerLevel>(); level = playerLevel.getLevel(); }
/* -------------------- GUI update ------------------------- */ void guiUpdate() // update the ui { energyGUI.text = "ENERGY: " + playerEnergy.getEnergyPercent().ToString("F0") + "%"; scoreGUI.text = "SCORE: " + playerScore.getScore().ToString(); lvlGUI.text = "LEVEL: " + playerLevel.getLevel().ToString(); }
public void levelUpHealth() { level = playerLevel.getLevel(); maxHealth = Mathf.Pow(level / constant, 2f); currentHealth = maxHealth; }
public void levelUpEnergy() { level = playerLevel.getLevel(); maxEnergy = Mathf.Pow(level / constant, 2f); currentEnergy = maxEnergy; }