//Places the abilities that player has chosen into the three slots public void SetupTopPanelForLevel(int whichLevel) { SetFunds(PlayerStats.playerStats.playerFunds); currentThreat = Mathf.Min(100.0f, PlayerStats.playerStats.levelThreat[whichLevel]); textThreat.text = Mathf.CeilToInt(currentThreat).ToString(); playerHealthBar.StartLevel(); playerShieldBar.StartLevel(); for (int currentAbility = 0; currentAbility < numAbilities; currentAbility++) { abilities[currentAbility].StartLevel(PlayerStats.playerStats.moduleSelection[currentAbility] + currentAbility * 5); } moduleEnergyCurrent[0] = Mathf.Min(gameManager.upgradeValues[10, PlayerStats.playerStats.upgradeStatus[10]], gameManager.upgradeValues[11, PlayerStats.playerStats.upgradeStatus[11]]); moduleEnergyCurrent[1] = moduleEnergyCurrent[0]; moduleEnergyCurrent[2] = moduleEnergyCurrent[0]; }