public void Play() { fighting = false; this.playerData = new PlayerData(username); SceneManager.LoadScene(1); championPrepController = new ChampionPrepController(); championPrepController.RespawnAllies(); }
// Update is called once per frame void Update() { if (fighting == false && gameManager.fighting == true) { DisableUI(); fighting = true; } else if (fighting == true && gameManager.fighting == false) { if (playerData.GetHealth() <= 0) { GameOver(false); } else { EnableUI(); refreshStore(); UnityEngine.Debug.Log("++ lvl " + gameManager.GameLevel + "sur " + gameManager.GetLevelNumbers()); if (gameManager.GameLevel < gameManager.GetLevelNumbers()) { championPrepController.RespawnAllies(); championPrepController.SpawnEnemyChampions(gameManager.GameLevel); //update UI with bool win if (gameManager.PlayerWonTheFight) { result.text = "Victory ! Stage : " + gameManager.GameLevel.ToString(); } else { result.text = "Defeat ! Stage : " + gameManager.GameLevel.ToString(); } } else { GameOver(true); } fighting = false; } } if (playerData != null) { if (playerData.uptodate == false) { //update de l'ui healthBar.fillAmount = 1.0f * playerData.GetHealth() / 100.0f; xpBar.fillAmount = playerData.GetXp(); if (xpBar.fillAmount == 1.0f) { xpBar.fillAmount = 0.0f; } level.text = playerData.GetLevel().ToString(); gold.text = playerData.GetGold().ToString(); playerData.uptodate = true; } } }