private void BuyCharacteristics() { string Charac; Console.Clear(); while (true) { Console.WriteLine("Each characteristic point costs 10 experience points"); Console.WriteLine("Which characteristic do you want to buy?"); Console.WriteLine("(Current Exp: {0})\n", this.H.Exp); Console.WriteLine("1. Strength"); Console.WriteLine("2. Ability"); Console.WriteLine("3. Resistance"); Console.WriteLine("4. Armor"); Console.WriteLine("5. Firepower"); Console.WriteLine("6. Return"); Charac = Console.ReadLine(); Charac = this.ParseCharacteristic(Charac); if (Charac.Equals("return")) { return; } else if (Charac.Equals("")) { Console.Clear(); Console.WriteLine("Invalid characteristic\n"); } else { if (this.H.Exp < 10) { Console.Clear(); Console.WriteLine("Not enough experience\n"); } else { this.H.LevelUp(Charac); } } } }
virtual protected void Awake() { charac = ScriptableObject.CreateInstance <Charac>(); Charac _charac = Resources.Load <Charac>("Charac/BaseCharacteristics"); charac.level = _charac.level; charac.strength = _charac.strength; charac.constitution = _charac.constitution; charac.intelligence = _charac.intelligence; charac.dexterity = _charac.dexterity; anim = GetComponent <Animation>(); RecalcAtkSpeed(); #if UNITY_EDITOR if (charac == null) { Debug.LogError("carac == null"); } #endif hitByWeaponParticle = transform.FindChild("BloodParticle").GetComponent <ParticleSystem>(); }