//IEnumerator StopExpText() //{ // yield return new WaitForSeconds(1f); // expGainText.gameObject.SetActive(false); //} private void InitialLevelUp(int level) { var changeweapon = player.GetComponent <ChangeWeapon>(); for (int i = 0; i < level; i++) { lifeStat.stat += 10; strStat.stat += 10; dexStat.stat += 10; player.UpdateMaxLife(player.maxLife + 10 * 25f); changeweapon.str += 5; changeweapon.dex += 5; maxExp *= expFactor; } }