public void ResetPlayer() { level = 1; experienceForLevelUp = 100; playerStats.attack.Reset(); playerStats.attackSpeed.Reset(); playerStats.updateAttackSpeed(); playerStats.healtPoints.Reset(); playerStats.updateHealth(); playerStats.movementSpeed.Reset(); playerStats.updateMovementSpeed(); reborn(); }
void activateSkill(Skills skill) { skill_select_canvas.SetActive(false); switch (skill) { case Skills.ProjectileFront: player_attack.shootDoubleFront = true; skills_remaining.Remove(Skills.ProjectileFront); break; case Skills.ProjectileDiagonal: player_attack.shootDiagonal = true; skills_remaining.Remove(Skills.ProjectileDiagonal); break; case Skills.ProjectileBack: player_attack.shootBack = true; skills_remaining.Remove(Skills.ProjectileBack); break; case Skills.SpecialSplashDamage: player_attack.splashDamage = true; skills_remaining.Remove(Skills.SpecialSplashDamage); break; case Skills.SpecialBigProjectiles: player_attack.bigBullet = true; skills_remaining.Remove(Skills.SpecialBigProjectiles); break; case Skills.EffectPoison: skills_remaining.Remove(Skills.EffectPoison); player_attack.statusEffekt[(int)Status_effects.EffectName.Poison] = true; player_attack.effectDamage[(int)Status_effects.EffectName.Poison] = player_stats.attack.GetValue(); break; case Skills.EffectFire: player_attack.statusEffekt[(int)Status_effects.EffectName.Fire] = true; player_attack.effectDamage[(int)Status_effects.EffectName.Fire] = player_stats.attack.GetValue(); skills_remaining.Remove(Skills.EffectFire); break; case Skills.EffectIce: player_attack.statusEffekt[(int)Status_effects.EffectName.Ice] = true; player_attack.effectDamage[(int)Status_effects.EffectName.Ice] = 0; skills_remaining.Remove(Skills.EffectIce); break; case Skills.StatAttack: player_stats.attack.AddModifier(incStatAttack); break; case Skills.StatAttackSpeed: player_stats.attackSpeed.AddModifier(incStatAttackSpeed); player_stats.updateAttackSpeed(); break; case Skills.StatHP: player_stats.healtPoints.AddModifier(incStatHP); player_stats.updateHealth(); player_stats.GainHealth((int)incStatHP); break; case Skills.StatMovementspeed: player_stats.movementSpeed.AddModifier(incStatMovementspeed); player_stats.updateMovementSpeed(); break; default: Debug.Log("skill not found: " + skill); break; } if (skill_ctr > 0) { skill_ctr -= 1; SelectSkill(); } }