private void Save() { PersistPrefs.Save(this); ExampleHelper.DrawLine(); Debug.Log("Values Saved"); someString.ToLog("SomeString: "); someBool.ToLog("SomeBool: "); someInt.ToLog("SomeInt: "); someFloat.ToLog("SomeFloat: "); ExampleHelper.DrawLine(); }
// Use this for initialization private void Start() { object goldenArmor = new object(); // some Item healthIncreaser.Source = goldenArmor; ExampleHelper.DrawLine(); Debug.Log("TPAttribute Health Base value: " + health.BaseValue); Debug.Log("TPAttribute Health Value before armor equip(healthIncreaser): " + health.Value); health.Modifiers.Add(healthIncreaser); Debug.Log("TPAttribute Health Value after armor equip(healthIncreaser): " + health.Value); ExampleHelper.DrawLine(); }
// Use this for initialization private void Start() { int elLength = gameObjects.Length; probabilityElements = new ProbabilityElementInt <GameObject> [elLength]; int[] randomProbabilities = RandomSystem.RandomProbabilities(elLength, 20, 70); ExampleHelper.DrawLine(); for (int i = 0; i < elLength; i++) { probabilityElements[i] = new ProbabilityElementInt <GameObject>( Instantiate(gameObjects[i], TP.Framework.Unity.RandomSystem.InsideUnitSquare() * 5, Quaternion.identity), randomProbabilities[i]); Debug.Log("Random probability of object: " + probabilityElements[i].Probability); } ExampleHelper.DrawLine(); StartCoroutine(TPRandomToggleObject(repeatCount)); }