//This function will set the Current stats to be passed on when a character is spawned. //Values will be taken from armor + character's base stats, which come from GameMaster script. public void AssignCurrentCharacterStats() { updatedPlayerData = new UpdatedPlayerData(); if (GameMaster.gameMaster.characterChosen == GameMaster.CharacterChosen.Character1) { GameMaster.gameMaster.maxHP = lifeFromCombinedArmor + GameMaster.gameMaster.character01Life; GameMaster.gameMaster.curHP = lifeFromCombinedArmor + GameMaster.gameMaster.character01Life; GameMaster.gameMaster.maxMP = manaFromCombinedArmor + GameMaster.gameMaster.character01Mana; GameMaster.gameMaster.curMP = manaFromCombinedArmor + GameMaster.gameMaster.character01Mana; GameMaster.gameMaster.curAttack = attackFromCombinedArmor + GameMaster.gameMaster.character01Attack; /*GameMaster.gameMaster.curSpAttack = specialAttackFromCombinedArmor + updatedPlayerData.base01SpAtt; * GameMaster.gameMaster.curDefense = defenseFromCombinedArmor + updatedPlayerData.base01Def; * GameMaster.gameMaster.curSpeed = speedFromCombinedArmor + updatedPlayerData.base01Speed; * Debug.Log("Function AssignCurrenetCharacterStats: Life from Armor: " + lifeFromCombinedArmor + * " Life from PlayerData: " + updatedPlayerData.base01Life);*/ } if (GameMaster.gameMaster.characterChosen == GameMaster.CharacterChosen.Character2) { GameMaster.gameMaster.maxHP = lifeFromCombinedArmor + updatedPlayerData.base02Life; GameMaster.gameMaster.curHP = lifeFromCombinedArmor + updatedPlayerData.base02Life; /*GameMaster.gameMaster.maxMP = manaFromCombinedArmor + updatedPlayerData.base02Mana; * GameMaster.gameMaster.curMP = manaFromCombinedArmor + updatedPlayerData.base02Mana; * GameMaster.gameMaster.curAttack = attackFromCombinedArmor + updatedPlayerData.base02Att; * GameMaster.gameMaster.curSpAttack = specialAttackFromCombinedArmor + updatedPlayerData.base02SpAtt; * GameMaster.gameMaster.curDefense = defenseFromCombinedArmor + updatedPlayerData.base02Def; * GameMaster.gameMaster.curSpeed = speedFromCombinedArmor + updatedPlayerData.base02Speed;*/ } }
public void Save() { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat"); UpdatedPlayerData data = new UpdatedPlayerData(); data.Base01Life = character01Life; data.chars_Unlocked = chars_Unlocked; data.allArmorExp = allArmorExp; bf.Serialize(file, data); file.Close(); Debug.Log("Saving to: " + Application.persistentDataPath + "/playerInfo.dat"); }
public void Load() { if (File.Exists(Application.persistentDataPath + "/playerInfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open); UpdatedPlayerData data = (UpdatedPlayerData)bf.Deserialize(file); file.Close(); character01Life = data.Base01Life; chars_Unlocked = data.chars_Unlocked; allArmorExp = data.allArmorExp; Debug.Log("Stats loaded!"); } }