Question by 
               AzureBoers · Apr 06, 2018 at 05:26 PM · 
                propertiespublic variablestatic variables  
              
 
              How do I get these variables to work together!?
So this Script here
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class PlayerStats : MonoBehaviour {
 public int currentLevel;
 public int currentEXP;
 public int[] tolevelUP;
 public int[] hpLevels;
 public int[] attackLevels;
 public int[] defenceLevels;
 public int currentHP;
 public int currentAttack;
 public int currentDefence;
 public static string PlayerName { get; set; }
 public static int PlayerLevel { get; set; }
 public static BaseStatsClass PlayerClass { get; set; }
 public static int Strength { get; set; }
 public static int Wisdom { get; set; }
 public static int Defence { get; set; }
 public static int HitPoints { get; set; }
 private PlayerHealthManager thePlayerhealth;
 #region Singleton
 public static PlayerStats instance;
 void Awake()
 {
     DontDestroyOnLoad(this.gameObject);
     if (instance != null)
     {
         Debug.LogWarning("Instacne of inventroy found bad!");
         return;
     }
     instance = this;
 }
 #endregion
 // Use this for initialization
 void Start () {
    
     Defence = currentDefence;
     HitPoints = currentHP;
     
     currentHP = hpLevels[1];
   currentAttack = attackLevels[0];
     currentDefence = defenceLevels[1];
     
     thePlayerhealth = FindObjectOfType<PlayerHealthManager>();
 }
 
 // Update is called once per frame
 void Update () {
     if(currentEXP >= tolevelUP[currentLevel])
     {
        
         LevelUP();
     }
     
   }
  
 public void AddExperience(int experienceToAdd)
 {
     currentEXP += experienceToAdd;
 }
 public void LevelUP()
 {
         currentLevel++;
     currentHP = hpLevels[currentLevel];
     thePlayerhealth.playerMaxHealth = currentHP;
     thePlayerhealth.playerCurrentHealth += currentHP - hpLevels[currentLevel - 1]; 
    // currentAttack = attackLevels[currentLevel];
     currentDefence = defenceLevels[currentLevel];
 }
public void Heal(int healthGain) { currentHP += healthGain; } }
I want to use the public static int Strength { get; set; } to work with currentAttack Var but I can't get them to work together! There is also this script here
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement;
public class CreatePlayer : MonoBehaviour {
 private BasePlayerClass newPlayer;
 private PlayerStats newPlayerStats;
 public Text strengthText;
 public Text wisdomText;
 public Text DefenceText;
 public Text HitPointText;
 private string Playername;
 private int pointsToSpend = 10;
 public Text pointsText;
 // Use this for initialization
 void Start () {
     newPlayer = new BasePlayerClass();
     UpdateUI();
 }
 
 public void CreateNewPlayer()
 {
     newPlayer.PlayerLevel = 1;
     newPlayer.PlayerName = Playername;
     PlayerStats.PlayerLevel = newPlayer.PlayerLevel;
     PlayerStats.PlayerName = newPlayer.PlayerName;
     PlayerStats.PlayerClass = newPlayer.PlayerClass;
     PlayerStats.Strength = newPlayer.Strength;
     PlayerStats.Wisdom = newPlayer.Wisdom;
     PlayerStats.Defence = newPlayer.Defence;
     PlayerStats.HitPoints = newPlayer.HitPoints;
     SaveCreatePlayerStats.SaveAllInfo();
     SceneManager.LoadScene("Roomtest");
 }
 public void SetGunClass()
 {
     pointsToSpend = 10;
     newPlayer.PlayerClass = new GunBaseClass();
     newPlayer.Strength = newPlayer.PlayerClass.Strength;
     newPlayer.Wisdom = newPlayer.PlayerClass.Wisdom;
     newPlayer.Defence = newPlayer.PlayerClass.Defence;
     newPlayer.HitPoints = newPlayer.PlayerClass.HitPoints;
     UpdateUI();
 }
 public void SetWarriorClass()
 {
     pointsToSpend = 10;
     newPlayer.PlayerClass = new WarriorBaseClass();
     newPlayer.Strength = newPlayer.PlayerClass.Strength;
     newPlayer.Wisdom = newPlayer.PlayerClass.Wisdom;
     newPlayer.Defence = newPlayer.PlayerClass.Defence;
     newPlayer.HitPoints = newPlayer.PlayerClass.HitPoints;
     UpdateUI();
 }
 public void SetMageClass()
 {
     pointsToSpend = 10;
     newPlayer.PlayerClass = new MageBaseClass();
     newPlayer.Strength = newPlayer.PlayerClass.Strength;
     newPlayer.Wisdom = newPlayer.PlayerClass.Wisdom;
     newPlayer.Defence = newPlayer.PlayerClass.Defence;
     newPlayer.HitPoints = newPlayer.PlayerClass.HitPoints;
     UpdateUI();
 }
  void UpdateUI()
 {
     strengthText.text = newPlayer.Strength.ToString();
     wisdomText.text = newPlayer.Wisdom.ToString();
     DefenceText.text = newPlayer.Defence.ToString();
     HitPointText.text = newPlayer.HitPoints.ToString();
     pointsText.text = pointsToSpend.ToString();
 }
 public void SetStrength (int amount)
 {
     if(newPlayer.PlayerClass != null)
     {
         if(amount > 0 && pointsToSpend > 0)
         {
             newPlayer.Strength += amount;
             pointsToSpend -= 1;
             UpdateUI();
         }else if (amount < 0 && newPlayer.Strength > newPlayer.PlayerClass.Strength)
         {
             newPlayer.Strength += amount;
             pointsToSpend += 1;
             UpdateUI();
         }
     }
 }
 public void SetWisdom(int amount)
 {
     if (newPlayer.PlayerClass != null)
     {
         if (amount > 0 && pointsToSpend > 0)
         {
             newPlayer.Wisdom += amount;
             pointsToSpend -= 1;
             UpdateUI();
         }
         else if (amount < 0 && newPlayer.Wisdom > newPlayer.PlayerClass.Wisdom)
         {
             newPlayer.Wisdom += amount;
             pointsToSpend += 1;
             UpdateUI();
         }
     }
 }
 public void SetDefence(int amount)
 {
     if (newPlayer.PlayerClass != null)
     {
         if (amount > 0 && pointsToSpend > 0)
         {
             newPlayer.Defence += amount;
             pointsToSpend -= 1;
             UpdateUI();
         }
         else if (amount < 0 && newPlayer.Defence > newPlayer.PlayerClass.Defence)
         {
             newPlayer.Defence += amount;
             pointsToSpend += 1;
             UpdateUI();
         }
     }
 }
 public void SetHitPoints(int amount)
 {
     if (newPlayer.PlayerClass != null)
     {
         if (amount > 0 && pointsToSpend > 0)
         {
             newPlayer.HitPoints += amount;
             pointsToSpend -= 1;
             UpdateUI();
         }
         else if (amount < 0 && newPlayer.HitPoints > newPlayer.PlayerClass.HitPoints)
         {
             newPlayer.HitPoints += amount;
             pointsToSpend += 1;
             UpdateUI();
         }
     }
 }
}
That is working before this one in a different scene so when that one get's loaded I want what ever stats I create to work with my PlayerStats Script! Please Help!
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