public void LevelUp()
{
bool upgrade_flag = false;
while(currentExperince >= experinceUntilNextLevel)
{
upgrade_flag = true;
//experinceUntilNextLevel = currentExperince * 2;
//Debug.Log("EXP -- CUR: " + currentExperince.ToString() + " Need: " + experinceUntilNextLevel.ToString());
currentExperince -= experinceUntilNextLevel;
++currentLevel;
experinceUntilNextLevel = (int)(Math.Pow(10, (int)(currentLevel / 10) + 1) * Math.Pow(1.2 + 0.001 * (currentLevel % 10), currentLevel % 10));
//ExperincePoints = currentLevel * ExperincePointsPerLevel;
if(class_info && player)
{
player.AddStrength(class_info.Class_info[player.GetClassID()].ClassAddStats.atk);
player.AddDefense(class_info.Class_info[player.GetClassID()].ClassAddStats.def);
player.AddStamina(class_info.Class_info[player.GetClassID()].ClassAddStats.sta);
player.AddIntelligence(class_info.Class_info[player.GetClassID()].ClassAddStats.spi);
player.AddAgility(class_info.Class_info[player.GetClassID()].ClassAddStats.agi);
player.GetComponent<PassiveSkillManager>().addPoints(1);
}
}
if(upgrade_flag && player)
{
player.Fully_Update();
}
}