public CharacterStats(PlayerDatabaseConn dbConn) { health = dbConn.GETPlayerHealth(); maxHealth = health; moveSpeed = dbConn.GETPlayerMoveSpeed(); attackDamage = dbConn.GETPlayerAttackDamage(); attackRange = dbConn.GETPlayerAttackRange(); attackCooldown = dbConn.GETPlayerAttackCooldown(); }
private void Awake() { gameStateController = GameObject.Find("GameStateController").GetComponent <GameStateController>().GetInstance(); characterMovement = GetComponent <CharacterMovement>(); characterMovement.SetRigidBody2D(GetComponent <Rigidbody2D>()); characterMovement.SetCharacterAnimationController(GetComponentInChildren <CharacterAnimationController>()); DBConn = new PlayerDatabaseConn(); characterStats = new CharacterStats(DBConn); healthBar.SetMaxHealth(characterStats.GETHealth()); SetUpPlayerAttackController(); if (gameStateController != null && gameStateController.isLoadedFromSave) { characterStats.SetHealth(gameStateController.playerHealth); m_NextFireAttack = Time.time + gameStateController.fireCooldown; fireCooldown.StartCoroutine(fireCooldown.CooldownFillTime(gameStateController.fireCooldown)); m_NextRangedAttack = Time.time + gameStateController.windCooldown; rangedCooldown.StartCoroutine(rangedCooldown.CooldownFillTime(gameStateController.windCooldown)); m_NextDefensiveAbility = Time.time + gameStateController.earthCooldown; defensiveCooldown.StartCoroutine(defensiveCooldown.CooldownFillTime(gameStateController.earthCooldown)); m_NextHealingAbility = Time.time + gameStateController.waterCooldown; healingCooldown.StartCoroutine(healingCooldown.CooldownFillTime(gameStateController.waterCooldown)); healthBar.SetHealth(gameStateController.playerHealth); } if (gameStateController != null && gameStateController.isTransition) { characterStats.SetHealth(gameStateController.playerHealth); playerAttackController.setFireAttackDamage(gameStateController.fireDamage); playerAttackController.setRangedAttackDamage(gameStateController.windDamage); playerAttackController.setDefenseDamageReduction(gameStateController.earthDamageReduction); playerAttackController.setHealingAmount(gameStateController.waterHealingAmount); healthBar.SetHealth(gameStateController.playerHealth); } isDead = false; }