Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by beattonick 2 · Feb 02, 2011 at 11:26 PM · respawnfpstutorialexperience

keeping the xp after death

im using the fps player script from the fps tutorial that i added a level systeme... but the thing is when i die i lose all exp,added Hp and level. how can i keep my exp hp and level from restarting????

here is my script:

var maximumHitPoints = 100.0; var hitPoints = 100.0;

var bulletGUI : GUIText;

var healthGUI : GUITexture;

var walkSounds : AudioClip[]; var painLittle : AudioClip; var painBig : AudioClip; var die : AudioClip; var audioStepLength = 0.3;

var guiTextHealth : GUIText; var guiTextEXP : GUIText; var accumulatedExperiencePoints : int = 0; var levelExpRequirements : int = 250; var currentLevel : int = 1; var levelUp = false ;

private var machineGun : MachineGun; private var rocketLauncher : RocketLauncher; private var healthGUIWidth = 0.0; private var gotHitTimer = -1.0;

var rocketTextures : Texture[];

function Update () { if(accumulatedExperiencePoints >= levelExpRequirements) {

     accumulatedExperiencePoints -= levelExpRequirements;
     currentLevel += 1;
     levelUp = true;
     }



 if  (levelUp){  
 levelExpRequirements *= 1.2;


 maximumHitPoints +=250;
 hitPoints = maximumHitPoints;
 gameObject.Find("MachineGun").GetComponent(MachineGun).damage += 10;
 levelUp = false;
 }

 guiTextEXP.text = accumulatedExperiencePoints+"/" + levelExpRequirements + "|" + currentLevel;
 guiTextHealth.text = hitPoints+"/" + maximumHitPoints;

}

function Awake () { machineGun = GetComponentInChildren(MachineGun); rocketLauncher = GetComponentInChildren(RocketLauncher);

 PlayStepSounds();

 healthGUIWidth = healthGUI.pixelInset.width;

}

function ApplyDamage (damage : float) { if (hitPoints < 0.0) return;

 // Apply damage
 hitPoints -= damage;

 // Play pain sound when getting hit - but don't play so often
 if (Time.time &gt; gotHitTimer &amp;&amp; painBig &amp;&amp; painLittle) {
     // Play a big pain sound
     if (hitPoints &lt; maximumHitPoints * 0.2 || damage &gt; 20) {
         audio.PlayOneShot(painBig, 1.0 / audio.volume);
         gotHitTimer = Time.time + Random.Range(painBig.length * 2, painBig.length * 3);
     } else {
         // Play a small pain sound
         audio.PlayOneShot(painLittle, 1.0 / audio.volume);
         gotHitTimer = Time.time + Random.Range(painLittle.length * 2, painLittle.length * 3);
     }
 }

 // Are we dead?
 if (hitPoints &lt; 0.0)
     Die();

}

function Die () { if (die) AudioSource.PlayClipAtPoint(die, transform.position);

 // Disable all script behaviours (Essentially deactivating player control)
 var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
 for (var b in coms) {
     var p : MonoBehaviour = b as MonoBehaviour;
     if (p)
         p.enabled = false;
 }

 LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.red, 2.0);

}

function LateUpdate () { // Update gui every frame // We do this in late update to make sure machine guns etc. were already executed UpdateGUI(); }

function PlayStepSounds () { var controller : CharacterController = GetComponent(CharacterController);

 while (true) {
     if (controller.isGrounded &amp;&amp; controller.velocity.magnitude &gt; 0.3) {
         audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
         audio.Play();
         yield WaitForSeconds(audioStepLength);
     } else {
         yield;
     }
 }

}

function UpdateGUI () { // Update health gui // The health gui is rendered using a overlay texture which is scaled down based on health // - Calculate fraction of how much health we have left (0...1) var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);

 // - Adjust maximum pixel inset based on it
 healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;

 // Update machine gun gui
 // Machine gun gui is simply drawn with a bullet counter text
 if (machineGun) {
     bulletGUI.text = machineGun.GetBulletsLeft().ToString();
 }


}

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by PrimeDerektive · Feb 03, 2011 at 01:47 AM

Look into the DontDestroyOnLoad function: http://unity3d.com/support/documentation/ScriptReference/Object.DontDestroyOnLoad.html

Or save and retrieve relevant stats to PlayerPrefs: http://unity3d.com/support/documentation/ScriptReference/PlayerPrefs.html

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
-1

Answer by Design3.com · Feb 03, 2011 at 01:36 AM

You can make guiTextEXP a static var and it should be preserved across scene loads.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Trigger Respawn 3 Answers

Respawn Point respawning far away 2 Answers

[solved] respawn when destroyed 1 Answer

How do I get my player to die when light shines on him? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges