void UpdateModelAttribute() { toLevelUp.levelUp = false; toLevelUp.attribute = new Attribute(); toLevelUp.elemental = new ElementAttribute(); toLevelUp.name = pName.text; toLevelUp.level += LevelCalculator.CalculateGainedLevel(toLevelUp.exp, toLevelUp.level); toLevelUp.attribute.endurance = attEnd.GetValue(); toLevelUp.attribute.agi = attAgi.GetValue(); toLevelUp.attribute.cons = attCon.GetValue(); toLevelUp.attribute.intel = attInt.GetValue(); toLevelUp.attribute.wisdom = attWis.GetValue(); toLevelUp.attribute.str = attStr.GetValue(); PlayerSession.GetInstance().SaveSession(); }
public void SetForLevelUp(CharacterModel model) { //TODO Badly need new recalculation on total attributes isNewGame = false; if (model.exp > 0) { bonusValue = LevelCalculator.CalculateGainedLevel(model.exp, model.level) * 3; } else { bonusValue = 15; } //pName.interactable = false; initialAttr = model.attribute.DeepCopy(); pName.text = model.name; toLevelUp = model; LoadModelAttribute(model.attribute); startingValue = TotalAttributeValue(); RecalculateRemainingValue(); }