// gets this character values from the database public void GetStats() { ServerResponse response = UserRequestLibrary.GetCurrentCharStats(m_CharacterName); m_AttackDamage = response.Characters[0].AttackDamage; m_Defense = response.Characters[0].Defense; m_Health = response.Characters[0].HP; m_UnlockStatus = response.Characters[0].UnlockStatus; m_Level = response.Characters[0].Level; }
void SpawnEnemyTeam() { ServerResponse response = UserRequestLibrary.GetLevelData(PlayerData.LastSelectedLevel); // spawn enemies that are deposited in the database for (int i = 0; i < response.LevelData.Enemies.Count; i++) { // spawn enemy at the correct enemy spawnpoint GameObject go = Instantiate(m_CharacterDict[response.LevelData.Enemies[i].Name], m_EnemySpawnpoints[i]); Character EnemyReference = go.GetComponent <Character>(); // if it is the first spawned, set as last selected enemy if (i == 0) { m_LastSelectedEnemy = EnemyReference; } // set character spawned to enemy team EnemyReference.m_TeamStatus = "Enemy"; // set character values got from database EnemyReference.m_AttackDamage = response.LevelData.Enemies[i].AttackDamage; EnemyReference.m_Defense = response.LevelData.Enemies[i].Defense; EnemyReference.m_Health = response.LevelData.Enemies[i].HP; // save enemy in enemy list m_Enemies.Add(EnemyReference); // bottom chars should overlap top chars if (i > 0 && i % 2 != 0) { go.GetComponent <SpriteRenderer>().sortingOrder = 11; } else { go.GetComponent <SpriteRenderer>().sortingOrder = 10; } } // check which characters the player can unlock foreach (var charToBeUnlocked in m_Enemies) { // get current status character in database ServerResponse sr = UserRequestLibrary.GetCurrentCharStats(charToBeUnlocked.m_CharacterName); // if character has not unlocked the character yet if (sr.Characters[0].UnlockStatus == 0) { // add it to the list of characters that can be unlocked m_CharactersThatCanBeUnlocked.Add(charToBeUnlocked); } } }