private void SetSlidersMaxValues() { strengthSlider.maxValue = CharactersOptions.MaxStat; agilitySlider.maxValue = CharactersOptions.MaxStat; skillSlider.maxValue = CharactersOptions.MaxStat; luckSlider.maxValue = CharactersOptions.MaxStat; fearSlider.maxValue = CharactersOptions.MaxFear; experienceSlider.maxValue = CharactersOptions.GetExperienceMaxValue(m_character.Level); healthSlider.maxValue = CharactersOptions.MaxHealth; tirednessSlider.maxValue = CharactersOptions.MaxTiredness; recoverySlider.maxValue = CharactersOptions.MaxRecovery; oppositionSlider.maxValue = CharactersOptions.MaxOpposition; }
public void AddExperience(int expToAdd) { if (m_characterStats.Expirience + expToAdd > CharactersOptions.GetExperienceMaxValue(m_level)) { while (m_characterStats.Expirience + expToAdd > CharactersOptions.GetExperienceMaxValue(m_level)) { m_characterStats.Health = CharactersOptions.MaxHealth; m_characterStats.Tiredness = 0; expToAdd -= (CharactersOptions.GetExperienceMaxValue(m_level) - m_characterStats.Expirience); m_characterStats.Expirience = 0; m_characterStats.Points++; m_level++; } OnLevelUpEvent(); } OnStatsChangedEvent(); m_characterStats.Expirience += expToAdd; }