public void LevelUp(CharacterEquipementController c, int oldLevel) { animatorLevelUp.gameObject.SetActive(true); textCharacterName.text = c.CharacterStatController.CharacterData.CharacterName; StartCoroutine(LevelUpCoroutine(c, oldLevel)); }
public void DrawCharacter(CharacterStatController stat, CharacterEquipementController characterEquipement) { textPlayerName.text = stat.CharacterData.CharacterName; hpGauge.DrawGauge(stat.Hp, stat.GetHPMax()); DrawWeapon(characterEquipement.GetWeapon()); //hpGauge.DrawHealthGauge(stat.Hp, stat.HpMax, stat.Scratch); }
private void DrawWeaponLevel() { CharacterEquipementController c = partyData.CharacterEquipement[indexCharacterSelection]; imageWeaponIcon.sprite = weaponDictionary.GetSpriteIcon(c.GetWeaponType()); textWeaponName.text = c.GetWeapon().WeaponName; textWeaponLevel.text = partyData.CharacterStatControllers[indexCharacterSelection].Level.ToString(); textWeaponNext.text = c.GetWeaponNextExp().ToString(); }
public void GainExp(DamageMessage damageMessage) { CharacterEquipementController c = partyManager.GetCharacter().CharacterEquipement; int oldLevel = c.CharacterStatController.Level; // pas opti if (c.GainWeaponExp(damageMessage.exp) == true) { LevelUp(c, oldLevel); } }
private IEnumerator WaitLevelUpCoroutine(float time, CharacterEquipementController c, int oldLevel) { float t = 0f; while (t < time) { t += Time.unscaledDeltaTime; if (Input.GetButtonDown(control.buttonA)) { yield return null; SkipLevel(c, oldLevel); } yield return null; } yield return null; }
public void SkipLevel(CharacterEquipementController c, int oldLevel) { StopAllCoroutines(); animatorLevelUp.SetTrigger("Skip"); textCharacterOldLevel.text = oldLevel.ToString(); textCharacterNewLevel.text = c.CharacterStatController.Level.ToString(); textCharacterOldHP.text = ((int)c.CharacterGrowthController.GetStatAtLevel(statHP, oldLevel)).ToString(); textCharacterNewHP.text = ((int)c.CharacterStatController.GetStat(statHP)).ToString(); AttackAimProperty a = c.GotNewSkill(c.CharacterStatController.Level); if (a != null) { panelNewSkill.SetActive(true); textSkillProperty.text = "Charge " + a.GetCharge(0) + " : " + a.GetLabel() + a.GetLabelValue(a.GetCharge(0)); } StartCoroutine(EndLevelCoroutine()); }
private IEnumerator LevelUpCoroutine(CharacterEquipementController c, int oldLevel) { AudioManager.Instance.PlaySound(levelUpClip); Time.timeScale = 0f; yield return new WaitForSecondsRealtime(1f); StartCoroutine(DrawTextCoroutine(oldLevel, textCharacterOldLevel)); yield return WaitLevelUpCoroutine(1f, c, oldLevel); StartCoroutine(DrawTextCoroutine(c.CharacterStatController.Level, textCharacterNewLevel)); yield return WaitLevelUpCoroutine(0.5f, c, oldLevel); StartCoroutine(DrawTextCoroutine((int)c.CharacterGrowthController.GetStatAtLevel(statHP, oldLevel), textCharacterOldHP)); yield return WaitLevelUpCoroutine(1f, c, oldLevel); StartCoroutine(DrawTextCoroutine((int)c.CharacterStatController.GetStat(statHP), textCharacterNewHP)); // Placeholder AttackAimProperty a = c.GotNewSkill(c.CharacterStatController.Level); if (a != null) { panelNewSkill.SetActive(true); textSkillProperty.text = "Charge " + a.GetCharge(0) + " : " + a.GetLabel() + a.GetLabelValue(a.GetCharge(0)); } SkipLevel(c, oldLevel); }