예제 #1
0
        public void PlayerStatLevelUp(Player player, string skill, int levelsGained)
        {
            var session = sessions.Get(player);

            foreach (var connection in connectionProvider.GetConnectedActivePlayerConnections(session))
            {
                connection.Send(PlayerLevelUp.Create(player, skill, levelsGained), SendOption.Reliable);
            }
        }
예제 #2
0
 private void Start()
 {
     playerAttributes               = GetComponent <PlayerAttributes>();
     playerLevelUp                  = GetComponent <PlayerLevelUp>();
     playerHealth                   = GetComponent <PlayerHealth>();
     playerSkills                   = GetComponent <PlayerSkills>();
     playerSkills.OnSkillUnlocked  += PlayerSkills_OnSkillUnlocked;
     playerSkills.OnSkillActivated += PlayerSkills_OnSkillActivated;
     FindObjectOfType <UISkillTree>().SetPlayerSkills(playerSkills);
 }
    void Awake()
    {
        levelUpEvent = new PlayerLevelUp();

        health = maxHealth;

        col = GetComponent <Collider>();

        controller = GetComponent <CharacterController>();

        inventory = FindObjectOfType <Inventory>();
    }
예제 #4
0
//private PlayerLevelUp bar;

    // Use this for initialization
    void Start()
    {
        if (!UIExist)           //if player does not exist in the game then do not destroy the player

        {
            UIExist = true;
            DontDestroyOnLoad(transform.gameObject);
        }
        else             //if a player does already exists, we need to destroy the extra player/character that is created from moving between levels
        {
            Destroy(gameObject);
        }
        Plu = GetComponent <PlayerLevelUp> ();
    }
예제 #5
0
        void LevelUp(long userid, int level)
        {
            LevelEntry data = context.GetModule <PlayerLevelModule>().GetLevelData(level);

            if (data == null)
            {
                Logger.Warning(this, $"No data found for levelup to character level {level}");
                return;
            }

            context.Database.Update <Player>()
            .Set(p => p.Level == level, p => p.Experience == p.Experience - data.Experience, p => p.CurrentHP == data.Health, p => p.MaximumHP == data.Health, p => p.CurrentMP == data.Mana, p => p.MaximumMP == data.Mana, p => p.Strength == data.Strength, p => p.Dexterity == data.Dexterity, p => p.Fitness == data.Fitness, p => p.Luck == data.Luck, p => p.Intelligence == data.Intelligence)
            .Where(p => p.UserID == userid)
            .Execute();
            PlayerLevelUp?.Invoke(userid);
        }
예제 #6
0
 // Use this for initialization
 void Start()
 {
     lvlup = FindObjectOfType <PlayerLevelUp> ();
 }
예제 #7
0
 // Use this for initialization
 void Start()
 {
     EnemyCurrentHealth = EnemyMaxHealth;
     playerstats        = FindObjectOfType <PlayerLevelUp> ();
     pq = FindObjectOfType <PlayerQuesting> ();
 }