public stat Health, Sanity, Strength, Agility, Intelligence, Willpower, Perception, Charisma; // Stats that are accessed through other scripts. E.g. GetComponent<rpgStats>().health.Add(-2); private void Awake() // All stat values set to their starting values. { Health.SetValue(StartHealth); Sanity.SetValue(StartSanity); Strength.SetValue(StartStrength); Agility.SetValue(StartAgility); Intelligence.SetValue(StartIntelligence); Willpower.SetValue(StartWillpower); Perception.SetValue(StartPerception); Charisma.SetValue(StartCharisma); }
void Start() { will = FindObjectOfType <Willpower>(); regOuterRadius = plLight.pointLightOuterRadius; regInnerRadius = plLight.pointLightInnerRadius; regLightIntensity = plLight.intensity; unchangedOuterRadius = regOuterRadius; unchangedInnerRadius = regInnerRadius; unchangedIntensity = regLightIntensity; ChooseLightMode(); }
private void Start() { mov = FindObjectOfType <PlayerMovement>(); sL = FindObjectOfType <SceneLoader>(); pl = FindObjectOfType <Player>(); vM = FindObjectOfType <ValueManagement>(); bg = FindObjectOfType <Background>(); pLight = FindObjectOfType <PlayerLight>(); willpower = FindObjectOfType <Willpower>(); dM = FindObjectOfType <DateManagement>(); TurnOffDev(); fakeLeftButton.gameObject.SetActive(false); fakeRightButton.gameObject.SetActive(false); fakeJumpButton.gameObject.SetActive(false); cancelInsteadButton.gameObject.SetActive(false); ShowUI(); ShowWillpowerGOs(); //for testing //checkpointAllowed = vM.GetBoughtCheckpoints(); //slowAllowed = vM.GetBoughtSlowdowns(); //insteadAllowed = vM.GetBoughtInsteads(); checkpointAllowed = 3; slowAllowed = 3; insteadAllowed = 3; /////////////////////// checkpointCount = PlayerPrefs.GetInt("checkpointCount", 0); slowCount = PlayerPrefs.GetInt("slowCount", 0); insteadCount = PlayerPrefs.GetInt("insteadCount", 0); UpdateWillpower(); keyImage.color = Colors.toggleGrayColor; SkillsEnabled(); ShouldShowInsteadText(); UpdateInsteadSlots(); ShouldShowSlowdownText(); UpdateSlowSlots(); ShouldShowCheckpointUIAndText(); ShouldShowLoadCheckpoint(); UpdateCheckSlots(); dayNumber.text = "Day " + sL.GetCurrentSceneName(); }
void Start() { dM = FindObjectOfType <DateManagement>(); vM = FindObjectOfType <ValueManagement>(); will = FindObjectOfType <Willpower>(); power = will.GetWillpower(); //points = vM.GetPoints(); FillUpCalendars(); timeToWait = FindObjectOfType <SceneLoader>().GetTimeToLoad(); currentDayIndex = dM.GetCurrentDayIndex(); curDateNumber = currentDayIndex + 1; currentWeekIndex = dM.GetCurrentWeek(); weekIndex = currentWeekIndex; InstantlyCreateCalendar(); UpdateCheckpoints(); UpdateSlowdowns(); UpdateInsteads(); }
private void Start() { sL = GetComponent <SceneLoader>(); vM = GetComponent <ValueManagement>(); willpower = GetComponent <Willpower>(); }