private void LateUpdate() { int currentLevel = Player_LevelWallet.currentLevel; int pickupsToNextLevel = Player_LevelWallet.PickupsRequiredForNextLevel(); int pickupsGot; if (Player_LevelWallet.currentLevel > 0) { pickupsGot = Player_LevelWallet.grandTotalPickups - Player_LevelWallet.GetTotalPickupsRequiredForLevel(Player_LevelWallet.currentLevel - 1); } else { pickupsGot = Player_LevelWallet.grandTotalPickups; } print(Player_LevelWallet.grandTotalPickups); text.text = pickupsGot + "/" + pickupsToNextLevel; float value = Mathf.Clamp01((float)pickupsGot / (float)pickupsToNextLevel); if (value < cachedValue) { cachedValue = value; } else { cachedValue = Mathf.Lerp(cachedValue, value, sliderSpeed * Time.deltaTime); } levelText.text = "power level " + (currentLevel + 1); bar.fillAmount = cachedValue; }
private void Awake() { instance = this; #if UNITY_EDITOR if (levelValues.Length != maxLevel) { Debug.LogWarning("Player_LevelWallet.cs warning: not all levels have levelup values!", this); if (levelValues.Length > maxLevel) { for (int count = levelValues.Length; count-- > maxLevel;) { levelValues [count] = Mathf.Max(levelValues [maxLevel - 1], levelValues [count]); } } } #endif player = GetComponent <Controller> (); SetLevel(0); }
static public void ResetLevel() { if (!instance.player.activeInHierarchy) { instance.player.SetActive(true); } Pickup_Manager.ResetPickups(); Player_LevelWallet.grandTotalPickups = 0; Player_LevelWallet.SetLevel(0); Player_SpawnPoint.ResetPlayerPosition(); if (instance.deathMenu.activeInHierarchy) { instance.deathMenu.SetActive(false); } Controller.ResetTimer(); instance.playerController.ResetPlayer(); }
public void ActivatePickup() { // Increment level counter and get rid of the pickup Player_LevelWallet.IncrementPickupCounter(pickupValue); gameObject.SetActive(false); }