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Question by Maro · Sep 04, 2013 at 05:07 PM · gametutorialrpg

Hack and Slash tutorial Vitals and Skill points not showing up

Hi, I have followed the Hack and Slash tutorial for 24 episodes now, and I have stumbeled across a problem. It is supposed to display how many vital and skill points I have, but when I start the game it only shows 0.

BaseCharacter.cs:

using UnityEngine; using System.Collections; using System;

public class BaseCharacter : MonoBehaviour { private string _name; private int _level; private uint _freeExp;

 private Attribute[] _primaryAttribute;
 private Vital[] _vital;
 private Skill[] _skill;
 
 public void Awake () {
     _name = string.Empty;
     _level = 0;
     _freeExp = 0;
     
     _primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
     _vital = new Vital[Enum.GetValues(typeof(VitalName)).Length];
     _skill = new Skill[Enum.GetValues(typeof(SkillName)).Length];
     
     SetupPrimaryAttributes();
     SetupVitals();
     SetupSkills();
 }
 
 public string Name {
     get{ return _name; }
     set{ _name = value;}
 }
 
 public int Level {
     get{ return _level; }
     set{ _level = value;}
 }
 
 public uint FreeExp {
     get{ return _freeExp; }
     set{ _freeExp = value;}
 }
 
 public void AddExp (uint exp) {
     _freeExp += exp;
     
     CalculateLevel();
 }
 
 public void CalculateLevel () {
     
 }
 
 private void SetupPrimaryAttributes () {
     for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++){
         _primaryAttribute[cnt] = new Attribute();
     }
 }
 
 private void SetupVitals () {
     for(int cnt = 0; cnt < _vital.Length; cnt++){
         _vital[cnt] = new Vital();
     }
     SetupVitalModifiers();
 }
 
 private void SetupSkills () {
     for(int cnt = 0; cnt < _skill.Length; cnt++){
         _skill[cnt] = new Skill();
     }
     SetupSkillModifiers();
 }
 
 public Attribute GetPrimaryAttribute (int index) {
     return _primaryAttribute[index];
 }
 
 public Vital GetVital (int index) {
     return _vital[index];
 }
 
 public Skill GetSkill (int index) {
     return _skill[index];
 }
 
 private void SetupVitalModifiers () {
     //health
     GetVital((int) VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .5f));
     //energy
     GetVital((int) VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), 1));
     //mana
     GetVital((int) VitalName.Mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .5f));
 }
 
 private void SetupSkillModifiers () {
     GetSkill((int) SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));
     GetSkill((int) SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
     
     GetSkill((int) SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
     GetSkill((int) SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));
     
     GetSkill((int) SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
     GetSkill((int) SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
     
     GetSkill((int) SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
     GetSkill((int) SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
     
     GetSkill((int) SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
     GetSkill((int) SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
     
     GetSkill((int) SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
     GetSkill((int) SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nimbleness), .33f));
 }
 
 public void StatUpdate () {
     for(int cnt = 0; cnt > _vital.Length; cnt++)
         _vital[cnt].Update();
     
     for(int cnt = 0; cnt > _skill.Length; cnt++)
         _skill[cnt].Update();
 }

}

CharacterGenerator.cs:

using UnityEngine; using System.Collections; using System;

public class CharacterGenerator : MonoBehaviour { private PlayerCharacter _toon; private const int STARTING_POINTS = 350; private const int MIN_STARTING_ATTRIBUTE_VALUE = 10; private int pointsLeft;

 // Use this for initialization
 void Start () {
     _toon =  new PlayerCharacter();
     _toon.Awake();
     
     pointsLeft = STARTING_POINTS;
     for(int cnt = 0; cnt < Enum.GetValues(typeof(AttributeName)).Length; cnt++){
         _toon.GetPrimaryAttribute(cnt).BaseValue = MIN_STARTING_ATTRIBUTE_VALUE;
     }
 }
 
 // Update is called once per frame
 void Update () {
     _toon.StatUpdate();
 }
 
 void OnGUI () {
     DisplayName();
     DisplayPointsLeft();
     DisplayAttributes();
     DisplayVitals();
     DisplaySkills();
 }
 
 private void DisplayName () {
     GUI.Label(new Rect(10, 10, 50, 25), "Name:");
     _toon.Name = GUI.TextArea(new Rect(65, 10, 100, 25), _toon.Name);
 }
 
 private void DisplayAttributes () {
     for(int cnt = 0; cnt < Enum.GetValues(typeof(AttributeName)).Length; cnt++){
         GUI.Label(new Rect(10, 40 + (cnt * 25), 100, 25), ((AttributeName)cnt).ToString());
         GUI.Label(new Rect(115, 40 + (cnt * 25), 30, 25), _toon.GetPrimaryAttribute(cnt).AdjustedBaseValue.ToString());
         
         if(GUI.Button(new Rect(150, 40 + (cnt * 25), 25, 25), "-")){
             if(_toon.GetPrimaryAttribute(cnt).BaseValue > MIN_STARTING_ATTRIBUTE_VALUE){
                 _toon.GetPrimaryAttribute(cnt).BaseValue--;
                 pointsLeft++;
             }
         }
         if(GUI.Button(new Rect(180, 40 + (cnt * 25), 25, 25), "+")){
             if(pointsLeft > 0){
                 _toon.GetPrimaryAttribute(cnt).BaseValue++;
                 pointsLeft--;
             }
         }
     }
 }
 
 private void DisplayVitals () {
     for(int cnt = 0; cnt < Enum.GetValues(typeof(VitalName)).Length; cnt++){
         GUI.Label(new Rect(10, 40 + ((cnt + 7) * 25), 100, 25), ((VitalName)cnt).ToString());
         GUI.Label(new Rect(115, 40 + ((cnt + 7) * 25), 30, 25), _toon.GetVital(cnt).AdjustedBaseValue.ToString());
     }
 }
 
 private void DisplaySkills() {
     for(int cnt = 0; cnt < Enum.GetValues(typeof(SkillName)).Length; cnt++){
         GUI.Label(new Rect(250, 40 + (cnt * 25), 100, 25), ((SkillName)cnt).ToString());
         GUI.Label(new Rect(355, 40 + (cnt * 25), 30, 25), _toon.GetSkill(cnt).AdjustedBaseValue.ToString());
     }
 }
 
 private void DisplayPointsLeft () {
     GUI.Label(new Rect(250, 10, 100, 25), "Points Left: " + pointsLeft);
 }

}

Thanks!

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avatar image Benproductions1 · Sep 05, 2013 at 11:10 AM 0
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Please format your code

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Answer by everweb · Feb 10, 2014 at 11:32 AM

In your StatUpdate() function, you are using '>' [greater than] instead of '<' [less than] in both the vitals and stats blocks. Since 'cnt' is initialized to zero, it will not enter either of the for-loops.

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