private void GiveExperienceReward() { if (m_Experience == null || experienceReward == 0) { return; } m_Experience.GainExperience(experienceReward); }
void AwardExperience(GameObject instigator) { Experience experience = instigator.GetComponent <Experience>(); if (experience == null) { return; } experience.GainExperience(GetComponent <BaseStats>().GetStat(Stat.ExperienceReward)); }
private void RewardExperience(GameObject instigator) { Experience experience = instigator.GetComponent <Experience>(); if (experience == null) { return; } experience.GainExperience(_baseStat.GetStat(Enums.StatsEnum.ExperienceReward)); }
public void ExperienceAward() { if (_baseStatsGetter == null || !_playerMarker) { return; } Experience playerExperience = _playerMarker.GetComponent <Experience>(); playerExperience.GainExperience(_baseStatsGetter.GetStat(Stat.ExperienceReward)); }
private void AwardXP(GameObject initiator) { Experience experience = initiator.GetComponent <Experience>(); if (experience == null) { return; } experience.GainExperience(baseStats.GetStat(Stats.AwardXP)); }
/// <summary> /// /// This method will be called When player killed an enemy /// and gain experience. /// /// </summary> /// <param name="instigator"> /// Who will gain the experience. /// </param> private void AwardExperience(GameObject instigator) { if (!instigator.CompareTag("Player")) { return; } Experience exp = instigator.GetComponent <Experience>(); if (!exp) { return; } exp.GainExperience( GetComponent <BaseStats>().GetStat(Stat.ExperienceReward)); }