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slider.maxValue = health; - slider.value = health; + + maxHealth = PlayerPrefs.GetFloat("maxHealth"); + slider.maxValue = maxHealth; } - public void SetHealth(float health) + //public void SetHealth(float health) + //{ + // slider.value = health; + //} + + void Update() { + maxHealth = PlayerPrefs.GetFloat("maxHealth"); + health = PlayerPrefs.GetFloat("health"); + slider.maxValue = maxHealth; slider.value = health; + //SetExp(exp); } } diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index ba0f6cef..8bd1af20 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -16,8 +16,6 @@ public class Player : MonoBehaviour private bool inRange = false; public ParticleSystem dmgParticleSystem; - public FloatValue maxHealth; - public float currentHealth = 10; public HealthBar healthBar; private static bool attackSword; @@ -37,6 +35,13 @@ public class Player : MonoBehaviour private bool canWalk = true; + public float currentHealth; + public float maxHealth; + + public int healthPoints; + public int defensePoints; + public int strengthPoints; + public int intelligencePoints; public float exp; public int lvl; @@ -73,8 +78,8 @@ public class Player : MonoBehaviour } rb = gameObject.GetComponent(); myAnimator = GetComponent(); - healthBar.SetMaxHealth(maxHealth.initialValue); - healthBar.SetHealth(currentHealth); + //healthBar.SetMaxHealth(maxHealth.initialValue); + //healthBar.SetHealth(currentHealth); //levelBar.SetStartExp(minPlayerExp.initialValue); //levelBar.SetExp(exp); walkSpeed = 4f; @@ -123,8 +128,9 @@ public class Player : MonoBehaviour public void TakeDamage(float damage, bool isPanelEnabled = true) { + currentHealth = PlayerPrefs.GetFloat("health"); currentHealth = currentHealth - damage; - healthBar.SetHealth(currentHealth); + PlayerPrefs.SetFloat("health", currentHealth); var em = dmgParticleSystem.emission; em.enabled = true; @@ -204,6 +210,11 @@ public class Player : MonoBehaviour lvlUp = false; } + ManageHealth(); + ManageDefense(); + ManageIntelligence(); + ManageStrength(); + if (canWalk == true) { @@ -237,15 +248,17 @@ public class Player : MonoBehaviour startRegen = true; } + currentHealth = PlayerPrefs.GetFloat("health"); + maxHealth = PlayerPrefs.GetFloat("maxHealth"); if (startRegen == true) { timerTick += Time.deltaTime; if (timerTick >= waitTick) { - if (currentHealth < 10) + if (currentHealth < maxHealth) { currentHealth = currentHealth + 1; - healthBar.SetHealth(currentHealth); + PlayerPrefs.SetFloat("health", currentHealth); timerTick = 0f; } } @@ -254,6 +267,7 @@ public class Player : MonoBehaviour PlayerPrefs.SetFloat("exp", exp); PlayerPrefs.SetInt("lvl", lvl); PlayerPrefs.SetFloat("maxExp", maxExp); + PlayerPrefs.SetFloat("maxHealth", maxHealth); } HandleInput(); @@ -284,6 +298,7 @@ public class Player : MonoBehaviour public void SaveCheckpoint() { + currentHealth = PlayerPrefs.GetFloat("health"); PlayerPrefs.SetFloat("health-S", currentHealth); PlayerPrefs.SetFloat("exp-S", exp); PlayerPrefs.SetInt("lvl-S", lvl); @@ -291,22 +306,72 @@ public class Player : MonoBehaviour public void ManageHealth() { + healthPoints = PlayerPrefs.GetInt("healthPoints"); + if (healthPoints == 0) + { + PlayerPrefs.SetFloat("maxHealth", 10); + } + else if (healthPoints == 1) + { + PlayerPrefs.SetFloat("maxHealth", 12); + } + else if (healthPoints == 2) + { + PlayerPrefs.SetFloat("maxHealth", 15); + } + else if (healthPoints == 3) + { + PlayerPrefs.SetFloat("maxHealth", 20); + } + } + public void AddHealthPoint() + { + healthPoints = PlayerPrefs.GetInt("healthPoints"); + healthPoints = healthPoints + 1; + PlayerPrefs.SetInt("healthPoints", healthPoints); } public void ManageStrength() { + strengthPoints = PlayerPrefs.GetInt("strengthPoints"); + } + public void AddStrengthPoint() + { + strengthPoints = PlayerPrefs.GetInt("strengthPoints"); + strengthPoints = strengthPoints + 1; + PlayerPrefs.SetInt("strengthPoints", strengthPoints); } public void ManageDefense() { + defensePoints = PlayerPrefs.GetInt("defensePoints"); + } + + public void AddDefensePoint() + { + defensePoints = PlayerPrefs.GetInt("defensePoints"); + defensePoints = defensePoints + 1; + PlayerPrefs.SetInt("defensePoitns", defensePoints); + } + + public void ManageIntelligence() + { + intelligencePoints = PlayerPrefs.GetInt("intelligencePoints"); + } + + public void AddIntelligencePoint() + { + intelligencePoints = PlayerPrefs.GetInt("intelligencePoints"); + intelligencePoints = intelligencePoints + 1; + PlayerPrefs.SetInt("intelligencePoitns", intelligencePoints); } public void LevelUpPopUp() { - 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