private void InitializeRandomStats(int currentLevel, ref Unity.Mathematics.Random random, ref HealthStatComponent healthStatComponent, ref AttackStatComponent attackStatComponent, ref DefenceStatComponent defenceStatComponent, ref MagicStatComponent magicStatComponent) { var points = random.NextInt(currentLevel, currentLevel * 2); for (var i = 1; i < points; i++) { var randomStat = random.NextInt(0, 100); if (randomStat < 25) { healthStatComponent.PointsSpent++; } else if (randomStat < 50) { attackStatComponent.PointsSpent++; } else if (randomStat < 75) { defenceStatComponent.PointsSpent++; } else if (randomStat < 100) { magicStatComponent.PointsSpent++; } } }
private void SetUpStatsText(StatsGroupWrapper statsGroup, HealthStatComponent healthstatComponent, AttackStatComponent attackStatComponent, DefenceStatComponent defenceStatComponent, MagicStatComponent magicStatComponent, int addPointButtonAlpha) { statsGroup.HealthStat.PointsSpent.text = healthstatComponent.CurrentValue.ToString(); statsGroup.HealthStat.AddButton.GetComponent <CanvasGroup>().alpha = addPointButtonAlpha; statsGroup.AttackStat.PointsSpent.text = attackStatComponent.CurrentValue.ToString(); statsGroup.AttackStat.AddButton.GetComponent <CanvasGroup>().alpha = addPointButtonAlpha; statsGroup.DefenceStat.PointsSpent.text = defenceStatComponent.CurrentValue.ToString(); statsGroup.DefenceStat.AddButton.GetComponent <CanvasGroup>().alpha = addPointButtonAlpha; statsGroup.MagicStat.PointsSpent.text = magicStatComponent.CurrentValue.ToString(); statsGroup.MagicStat.AddButton.GetComponent <CanvasGroup>().alpha = addPointButtonAlpha; }