// Start is called before the first frame update void Start() { LadderEnter = false; monstersTemplates = GameObject.FindGameObjectWithTag("Monsters").GetComponent <MonsterTemplates> (); gvc = GameObject.Find("GlobalVariables").GetComponent <GlobalVariablesController> (); cs = GameObject.Find("Player").GetComponent <CharacterStats> (); }
// Start is called before the first frame update void Start() { if (SceneManager.GetActiveScene().name == "Town") { if (Startmenu.loadGame == true) { LoadPlayer(); } else { //Initial set max health characterCurrentHealth = maxHealth; //Current Damage is Melee to be added later for diferent swap damage; currentDamageOutput = meleeAttack; } } if (SceneManager.GetActiveScene().name == "Dungeon") { //Get Tranfered character stats gvc = GameObject.Find("GlobalVariables").GetComponent <GlobalVariablesController> (); currentLvl = gvc.currentLvl; currentExp = gvc.currentExp; expNeedToLvl = gvc.expNeedToLvl; totalExp = gvc.totalExp; vitality = gvc.vitality; maxHealth = gvc.maxHealth; defence = gvc.defence; meleeAttack = gvc.meleeAttack; rangeAttack = gvc.rangeAttack; attackSpeed = gvc.attackSpeed; moveSpeed = gvc.moveSpeed; abilityPower = gvc.abilityPower; dodge = gvc.dodge; crushingRes = gvc.crushingRes; slashingRes = gvc.slashingRes; piercingRes = gvc.piercingRes; explosiveRes = gvc.explosiveRes; coins = gvc.coins; cs.runScoutingRandomiser(); } }
// Start is called before the first frame update void Start() { //runScoutingRandomiser (); gvc = GameObject.Find("GlobalVariables").GetComponent <GlobalVariablesController> (); scoutingLvl = gvc.scoutingLvl; }