Example #1
0
 protected virtual void Update()
 {
     if (gameObject.tag.Equals("Player"))
     {
         Target = Autoaim.GetTarget();
     }
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        _playerLifeBar.fillAmount   = _player.LifePoints / _player.GetMaxLife();
        _playerShieldBar.fillAmount = _playerShieldManager.CurrentShield / _playerShieldManager.MaxShield;
        _playerSpeedBar.fillAmount  = _player.Speed / _player.MaxSpeed;

        _laserImage.fillAmount = _playerLaser.CurrentOverHeat / _playerLaser.MaxOverHeat;

        switch (_playerMissile.CurrentAmmo)
        {
        case 0:
            for (int i = 0; i < _missileImage.Length; ++i)
            {
                _missileImage[i].enabled = false;
            }
            break;

        case 1:
            for (int i = 0; i < _missileImage.Length; ++i)
            {
                _missileImage[i].enabled = false;
            }
            _missileImage[0].enabled = true;
            break;

        case 2:
            for (int i = 0; i < _missileImage.Length - 1; ++i)
            {
                _missileImage[i].enabled = true;
            }
            _missileImage[2].enabled = false;
            break;

        case 3:
            for (int i = 0; i < _missileImage.Length; ++i)
            {
                _missileImage[i].enabled = true;
            }
            break;
        }

        _target = _playerAutoAim.GetTarget();
        if (_target)
        {
            LifeManager targetLife = _target.GetComponent <LifeManager>();
            if (targetLife)
            {
                _targetLifeBar.fillAmount = targetLife.LifePoints / targetLife.GetMaxLife();
            }

            ShieldManager targetShield = _target.GetComponent <ShieldManager>();
            if (targetShield)
            {
                _targetShieldBar.fillAmount = targetShield.CurrentShield / targetShield.MaxShield;
            }
        }
        else
        {
            _targetLifeBar.fillAmount   = 0;
            _targetShieldBar.fillAmount = 0;
        }

        if (!_bWaiting && Time.time > _textStart + _textWait)
        {
            InvokeRepeating("WaitingCom", 0, 1);
        }
    }