public void SetStat(int level) { Dictionary <int, Data.Stat> dict = Managers.Data.StatDict; Data.Stat stat = dict[level]; _hp = stat.maxHp; _maxHp = stat.maxHp; _attack = stat.attack; }
public void SetStat(int level) { Debug.Log("--start set stat---"); Dictionary <int, Data.Stat> dict = Managers.Data.StatDict; Debug.Log(dict); Data.Stat stat = dict[level]; _hp = stat.maxHp; //hp , exp 가 저장되는 시스템이라면 별도 저장파일에서 꺼내오는 작업 필요 _maxHp = stat.maxHp; _attack = stat.attack; }
private void Start() { _level = 1; Dictionary <int, Data.Stat> dict = Managers.Data.StatDict; Data.Stat stat = dict[1]; _defense = 5; _moveSpeed = 5.0f; _gold = 0; SetStat(_level); }
protected override void Start() { base.Start(); _player = Managers.Game.GetPlayer(); _level = 1; Managers.Skill._level = _level; playerUI = GameObject.Find("UI_HPMPEXPBar").GetComponent<UI_PlayerHPBar>(); Dictionary<int, Data.Stat> dict = Managers.Data.StatDict; Data.Stat stat = dict[1]; SetStat(_level); _moveSpeed = 15.0f; //임시<<<<<<<<<<<<<<<<<<< _exp = 0; _gold = 0; }
public void SetStat(int level) { //json의 값들이 Dictionary로 StatDict에 저장되어있음. Dictionary<int, Data.Stat> dict = Managers.Data.StatDict; Data.Stat stat = dict[level]; _hp = stat.maxHp; _mp = stat.maxMp; _maxHp = stat.maxHp; _maxMp = stat.maxMp; _attack = stat.attack + Managers.Equip.SumAttack + _buffAttack; _defense = stat.defense + Managers.Equip.SumDefense + _buffDefense; _critical = stat.critical + Managers.Equip.SumDefense + _buffCritical; _evasive = stat.evasive; playerUI.LevelUp(level); }