private void CalculateLevel() { int accValue = prefsControl.GetAccumalitiveMoney(); level.text = "Level : " + (Mathf.FloorToInt(accValue / levelIndicator) + 1).ToString(); firePower.text = "Level : " + prefsControl.GetFirePower(); health.text = "Level : " + prefsControl.GetMinimumHealth(); multipler.text = "Level : " + prefsControl.GetMinimumMultipler(); error.gameObject.SetActive(false); UpdateHordingValue(); }
// Use this for initialization void Start() { currentyGameState = GAME_STATE.Playing; playerScore = 0f; playerMultipler = 1; playerPoints = 100f; // Default Amount progressionTimer = Time.timeSinceLevelLoad; progressionIncrementer = 0.8f; progressionCountdown = 10f; bossTimer = Time.timeSinceLevelLoad; bossCountdown = 120f; currentSpawn = SPAWN_NPC.Jeep; scoreDisplay = GameObject.Find("Text_ScoreDisplay").GetComponent <Text>(); multiDisplay = GameObject.Find("Text_MultiplerDisplay").GetComponent <Text>(); healthDisplay = GameObject.Find("Text_HealthDisplay").GetComponent <Text>(); audio = GetComponents <AudioSource>(); playerControl = FindObjectOfType <PlayerController>(); playerPrefs = FindObjectOfType <PlayerPrefsControlScript>(); minHealth = playerPrefs.GetMinimumHealth(); playerHealth += minHealth; upgradedDamage = playerPrefs.GetFirePower(); playerDamage += upgradedDamage; minMultiplier = playerPrefs.GetMinimumMultipler(); playerMultipler += minMultiplier; UpdateHUD(); }