//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(); }
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"; }