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 > gotHitTimer && painBig && painLittle) {
// Play a big pain sound
if (hitPoints < maximumHitPoints * 0.2 || damage > 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 < 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 && controller.velocity.magnitude > 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();
}
}