// Class public static void SavePlayerClass(BattleClassType typeToSave) { PlayerPrefs.SetInt( SELECTED_CLASS, BattleClass.GetIntFromType(typeToSave) ); }
void SetupLevel() { // Skills. SkillData[] chosenSkills = PlayerPrefsManager.LoadPlayerSkills(); uiSkillManager.InitializeAndEnable(chosenSkills); // Input. BattleClassType typeToUse = PlayerPrefsManager.LoadSelectedClass(); playerClass = ResourceManager.LoadBattleClass(typeToUse); Debug.Log("class selected: " + playerClass.className); inputManager.InitializeAndMonitor(playerClass, chosenSkills); // Health. healthManager.InitializeStats(levelData.playerHp, playerClass.def); // Enemy. spawnManager.InitializeAndStartSpawning( levelData.typeToSpawn, levelData.respawnTime); // Clock. CountdownClock.InitializeAndStart( levelData.timerMinutes, levelData.timerSeconds); }
public static int GetIntFromType(BattleClassType type) { switch (type) { case BattleClassType.MAGE: return(1); case BattleClassType.WARRIOR: return(2); default: return(3); } }
public static BattleClass LoadBattleClass(BattleClassType type) { string fileName = "Battle Class/"; switch (type) { case BattleClassType.MAGE: fileName += "Mage"; break; case BattleClassType.ROGUE: fileName += "Rogue"; break; case BattleClassType.WARRIOR: fileName += "Warrior"; break; } return(Resources.Load <BattleClass>(fileName)); }
public void DetailClass(BattleClass classSelected) { description.text = classSelected.classDescription; typeSelected = classSelected.type; }