equipment is persistent on scene change, and stats stay updated. still missing item persistence through sessions.
24 lines
543 B
C#
24 lines
543 B
C#
using Kryz.CharacterStats.Examples;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class PlayerHealth : Health
|
|
{
|
|
protected override void Awake()
|
|
{
|
|
base.Awake();
|
|
}
|
|
|
|
/*public override void CalculateMaxValueBasedOnStat()
|
|
{
|
|
maxValue = baseMaxValue + character.Vitality.Value * 10f;
|
|
|
|
maxValue *= ((((PlayerCharacterStats)character).level.currentLevel - 1) * 0.2f);
|
|
|
|
CalculateRegenValueBasedOnStat();
|
|
|
|
onMaxHealthChanged.Invoke(maxValue);
|
|
}*/
|
|
}
|