private void StartedBuilding(TowerInterface tower) { BuildingProgressSlider.gameObject.SetActive(true); BuildingProgressSlider.SetMaxValue(tower.tower.MaxHealth); BuildingProgressSlider.SetValue(0f); BuildingProgressSlider.SetValueOverTime(tower.tower.MaxHealth, tower.tower.BuildTime * MapController.singleton.BuildTimeMultiplier); }
private void StartBuilding() { materialChanger.ChangeMaterial(BuildingMaterial); materialChanger.ChangeOpaquicity(1, tower.BuildTime * MapController.singleton.BuildTimeMultiplier); progressionSlider.SetMaxValue(tower.MaxHealth); progressionSlider.SetValue(0); progressionSlider.SetValueOverTime(tower.MaxHealth, tower.BuildTime * MapController.singleton.BuildTimeMultiplier); }
private IEnumerator TimerIncrease() { for (float i = 0.1f; i < Time; i = i + 0.1f) { UISliderFloatIndicator.SetValue(Rate * i); yield return(new WaitForSeconds(0.1f)); } UIGameObject.SetActive(false); }
private void Start() { if (Character == null) { Debug.LogError("Character Missing!", this); } UISliderFloatIndicator.SetMaxValue(Character.MaxHealth); UISliderFloatIndicator.SetValue(Character.GetHealth()); Character.OnHealthChange += new Character.ChangeHealthHandler(HealthUpdated); }