void Update() { if (!m_PlayerHealth) { m_PlayerHealth = myPlayerCharacter.GetComponent <Health>(); } // update health bar value healthFillImage.fillAmount = m_PlayerHealth.currentHealth / m_PlayerHealth.maxHealth; }
void Update() { if (Input.GetKeyDown(activateKey)) { m_IS_PlayerCharacterController.transform.SetPositionAndRotation(transform.position, transform.rotation); Health playerHealth = m_IS_PlayerCharacterController.GetComponent <Health>(); if (playerHealth) { playerHealth.Heal(999); } } }
void OnPicked(IS_PlayerCharacterController player) { Health playerHealth = player.GetComponent <Health>(); if (playerHealth && playerHealth.canPickup()) { playerHealth.Heal(healAmount); m_Pickup.PlayPickupFeedback(); Destroy(gameObject); } }
void Start() { // Subscribe to player damage events // myPlayerCharacter = GetComponentInParent<IS_PlayerCharacterController>(); // DebugUtility.HandleErrorIfNullFindObject<IS_PlayerCharacterController, FeedbackFlashHUD>(myPlayerCharacter, this); m_PlayerHealth = myPlayerCharacter.GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, FeedbackFlashHUD>(m_PlayerHealth, this, myPlayerCharacter.gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager, FeedbackFlashHUD>(m_GameFlowManager, this); m_PlayerHealth.onDamaged += OnTakeDamage; m_PlayerHealth.onHealed += OnHealed; }
void OnPicked(IS_PlayerCharacterController byPlayer) { var jetpack = byPlayer.GetComponent <Jetpack>(); if (!jetpack) { return; } if (jetpack.TryUnlock()) { m_Pickup.PlayPickupFeedback(); Destroy(gameObject); } }
void OnPicked(IS_PlayerCharacterController byPlayer) { IS_PlayerWeaponsManager IS_PlayerWeaponsManager = byPlayer.GetComponent <IS_PlayerWeaponsManager>(); if (IS_PlayerWeaponsManager) { if (IS_PlayerWeaponsManager.AddWeapon(weaponPrefab)) { // Handle auto-switching to weapon if no weapons currently if (IS_PlayerWeaponsManager.GetActiveWeapon() == null) { IS_PlayerWeaponsManager.SwitchWeapon(true); } m_Pickup.PlayPickupFeedback(); Destroy(gameObject); } } }