private void Start() { healthBar.SetActive(true); //Initialize variables meshRender = GetComponent <MeshRenderer>(); combatStatistics = CombatStatistics.instance; equipmentHolder = EquipmentHolder.instance; dataRetainer = DataRetainer.instance; if (gameObject.tag == "Player") { playerLevel = dataRetainer.GetPlayerLevel(playerIndex); } maxHealth = baseStatus.health + (int)(((playerLevel / 10.0) + baseStatus.health / 8.0) * playerLevel); health = maxHealth; defense = baseStatus.defense + (int)((baseStatus.defense / 4.0) * playerLevel); speed = baseStatus.speed + (int)((baseStatus.speed / 4.0) * playerLevel); strength = baseStatus.strength + (int)((baseStatus.strength / 4.0) * playerLevel); dexterity = baseStatus.dexterity + (int)((baseStatus.dexterity / 4.0) * playerLevel); intelligence = baseStatus.intelligence + (int)((baseStatus.intelligence / 4.0) * playerLevel); maxMP = 2 * intelligence; currentMp = maxMP; //Calculate all status variables if (gameObject.tag == "Player") { //If it is a player we add the base status + the equipment status health = dataRetainer.GetPlayerHealth(playerIndex); currentMp = dataRetainer.GetPlayerMP(playerIndex); maxHealth += equipmentHolder.playersHealth[playerIndex]; speed += equipmentHolder.playersSpeed[playerIndex]; defense += equipmentHolder.playersDefense[playerIndex]; strength += equipmentHolder.playersStrength[playerIndex]; dexterity += equipmentHolder.playersDexterity[playerIndex]; intelligence += equipmentHolder.playersIntelligence[playerIndex]; xpNeeded = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7; currentXP = dataRetainer.GetPlayerXP(playerIndex); } //Set the UI damageText.text = ""; healthBarFill.fillAmount = (float)health / maxHealth; healthText.text = "" + health + "/" + maxHealth; mpBar.fillAmount = (float)currentMp / maxMP; mpText.text = "" + currentMp + "/" + maxMP; enemyCombatAI = EnemyCombatAI.instance; }
private void Start() { dataRetainer = DataRetainer.instance; equipmentHolder = EquipmentHolder.instance; //Set the UI currentHealth = dataRetainer.GetPlayerHealth(playerIndex); currentMP = dataRetainer.GetPlayerMP(playerIndex); playerLevel = dataRetainer.GetPlayerLevel(playerIndex); UpdatePlayerStatus(); healthBar.fillAmount = (float)currentHealth / maxHealth; healthText.text = "" + currentHealth + " / " + maxHealth; mpBar.fillAmount = (float)currentMP / maxMP; mpText.text = "" + currentMP + " / " + maxMP; xpNeeded = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7; currentXP = dataRetainer.GetPlayerXP(playerIndex); }