public void BuildHealtBar(float maxHealth, bool isMini) { this.isMini = isMini; int numTriangles = GetNumTriangles(maxHealth); SetTriangleOriginDistances(); //SetColors(); HealthBarHolder hbh = GetComponent <HealthBarHolder>(); prefabs = hbh.halfTrianglesPrefabs; foregroundParent = hbh.foregroundParent; backgroundParent = hbh.backgroundParent; colorsBackground = hbh.colorsBackground; colorsForeground = hbh.colorsForeground; colorsPoison = hbh.colorsPoison; //SetColors(); halfTriangles = new ChaosHealthBar[numTriangles * 2]; halfTrianglesBG = new ChaosHealthBar[numTriangles * 2]; InstantiateTriangles(colorsBackground, triangleOriginDistances, halfTrianglesBG, backgroundParent); InstantiateTriangles(colorsForeground, triangleOriginDistances, halfTriangles, foregroundParent); gameObject.SetActive(!isMini); }
private void Start() { _pool = new Pool(_gameSettings); _spawner = new Spawner(_spawnPoints); PoolManager.SetPool(_pool); _gameMenuController = GetComponent <GameMenuController>(); _barHolder = GetComponent <HealthBarHolder>(); _player = GameObject.FindWithTag("Player"); _player.GetComponent <PlayerDamageController>().SetGameController(this); StartCoroutine(_spawner.SpawnWorker()); }