public void CreateNewPlayer() { //Name and Gender newPlayer.PlayerName = thisPlayerName; newPlayer.PlayerGender = thisPlayerGender; GameInfo.PlayerName = newPlayer.PlayerName; GameInfo.PlayerGender = newPlayer.PlayerGender; //Class and spec name newPlayer.ClassName = thisClassName; GameInfo.ClassName = newPlayer.ClassName; //Class stats GameInfo.PlayerClass = newPlayer.PlayerClass; GameInfo.PlayerSubClass = newPlayer.PlayerSubClass; //Current Class Attribute newPlayer.CurrentCA = currentClassAttribute; GameInfo.CurrentCA = newPlayer.CurrentCA; //General stats GameInfo.Strength = newPlayer.Strength; GameInfo.Intelligence = newPlayer.Intelligence; GameInfo.Vitality = newPlayer.Vitality; GameInfo.ClassAttribute = newPlayer.ClassAttribute; //UpdateUI (); SaveInfo.SaveAllInfo(); }
public void CreateNewPLayer() { //SetClass1(); newPlayer.CharacterLevel = 1; newPlayer.Experience = 0; //newPlayer.CharacterName = playerName; GameInfo.PlayerLevel = newPlayer.CharacterLevel; GameInfo.Experience = newPlayer.Experience; GameInfo.PlayerName = newPlayer.CharacterName; GameInfo.Agility = newPlayer.Agility; GameInfo.Magic = newPlayer.Magic; GameInfo.Damage = newPlayer.Armor; GameInfo.Armor = newPlayer.Damage; GameInfo.Strength = newPlayer.Strength; GameInfo.CurrentHealth = newPlayer.CurrentHealth; GameInfo.CurrentMana = newPlayer.CurrentMana; GameInfo.MaxHealth = newPlayer.MaxHealth; GameInfo.MaxMana = newPlayer.MaxMana; GameInfo.SpendPoints = newPlayer.SpendPoints; SaveInfo.SaveAllInfo(); //SceneManager.LoadScene("Menu"); }
public void CreateNewPlayer() { GameInfo.Perception = newPlayer.Perception; GameInfo.Strength = newPlayer.Strength; GameInfo.Agility = newPlayer.Agility; SaveInfo.SaveAllInfo(); SceneManager.LoadScene("Main"); }
public void toTheCityFromforge() { if (GameInfo.Gold > 0) { } SaveInfo.SaveAllInfo(); SceneManager.LoadScene("TheCity"); }
public void getReward() { if (SceneChanger.isReward == true) { GameInfo.Gold += SceneChanger.transfergold; SceneChanger.isReward = false; } SaveInfo.SaveAllInfo(); Debug.Log(GameInfo.Gold); }
public void CreateNewPlayer() { GameInfo.ClassName = newPlayer.ClassName; GameInfo.Strength = newPlayer.Strength; GameInfo.Agility = newPlayer.Agility; GameInfo.Charisma = newPlayer.Charisma; GameInfo.Perception = newPlayer.Perception; GameInfo.HitPoints = newPlayer.HitPoints; SaveInfo.SaveAllInfo(); SceneManager.LoadScene("MainGame"); }
public void GetToughness() { if (gold > 0) { gold -= GoldAmount; GoldText.text = gold.ToString(); Debug.Log("before Toughness" + GameInfo.Toughness); GameInfo.Toughness += 1; SaveInfo.SaveAllInfo(); Debug.Log("after Toughness" + GameInfo.Toughness); GameInfo.Gold -= GoldAmount; } }
public void GetStrenght() { if (gold > 0) { gold -= GoldAmount; GoldText.text = gold.ToString(); Debug.Log("before strenght" + GameInfo.Strenght); GameInfo.Strenght += 1; SaveInfo.SaveAllInfo(); Debug.Log("after strenght" + GameInfo.Strenght); GameInfo.Gold -= GoldAmount; } }
public void GetIntelligence() { if (gold > 0) { gold -= GoldAmount; GoldText.text = gold.ToString(); Debug.Log("before Intelligence" + GameInfo.Intelligence); GameInfo.Intelligence += 1; SaveInfo.SaveAllInfo(); Debug.Log("after Intelligence" + GameInfo.Intelligence); GameInfo.Gold -= GoldAmount; } }
public void GetVitality() { if (gold > 0) { gold -= GoldAmount; GoldText.text = gold.ToString(); Debug.Log("before Vital" + GameInfo.Vitality); GameInfo.Vitality += 1; SaveInfo.SaveAllInfo(); Debug.Log("after vital" + GameInfo.Vitality); GameInfo.Gold -= GoldAmount; } }
public void CreateNewPlayer() { newPlayer.PlayerLevel = 1; newPlayer.PlayerName = PlayerName; GameInfo.PlayerLevel = newPlayer.PlayerLevel; GameInfo.PlayerName = newPlayer.PlayerName; GameInfo.PlayerClass = newPlayer.PlayerClass; GameInfo.Strenght = newPlayer.Strenght; GameInfo.Intelligence = newPlayer.Intelligence; GameInfo.Vitality = newPlayer.Vitality; GameInfo.Toughness = newPlayer.Toughness; SaveInfo.SaveAllInfo(); //SceneManager.LoadScene("TestScene"); }