void ScaleStats(float playerLevel) { if (playerLevel == 0) { Health.CopyStatValue(baseHealth); Speed.CopyStatValue(baseSpeed); Strength.CopyStatValue(baseStrength); Resistance.CopyStatValue(baseResistance); currentHealth = Health.GetValue(); } else { float modifiedHealth = baseHealth + (playerLevel * 0.5f) + playerLevel; float modifiedSpeed = Mathf.Clamp(baseSpeed + (playerLevel * 0.25f), baseSpeed, 15); float modifiedStrength = baseStrength + (playerLevel * 0.5f) + playerLevel; float modifiedResistance = baseResistance + (playerLevel * 0.5f) + playerLevel; Health.CopyStatValue(modifiedHealth); Speed.CopyStatValue(modifiedSpeed); Strength.CopyStatValue(modifiedStrength); Resistance.CopyStatValue(modifiedResistance); currentHealth = Health.GetValue(); } }