public PlayerHUDManager(PlayerHUD PlayerHUDPrefab, PlayerStatusUI PlayerStatusUIPrefab, int maximumSize) { playerUIPool = new PlayerUI[maximumSize]; for (var i = 0; i < playerUIPool.Length; i++) { playerUIPool[i] = new PlayerUI(); playerUIPool[i].HUD = Instantiate(PlayerHUDPrefab); playerUIPool[i].PSUI = Instantiate(PlayerStatusUIPrefab); } }
/// <summary> /// Initializes the object. /// </summary> private void Init() { InitLocalization(); IsClosing = false; PlayerLives = MaxLives; combatSpawner = FindObjectOfType <CombatSpawner>(); playerStatusUI = FindObjectOfType <PlayerStatusUI>(); saveSystem = new SaveSystem(new JSONPersistence(SavePath)); MessageBus = new MessageBus(); InitUI(); InitUnits(); }
private void Awake() { if (!Util.DontDestroyOnLoad <GameContext>(gameObject)) { return; } Instantiate(_levelPrefab); Instance = this; _canvas = FindObjectOfType <Canvas>(); _playerData = DIContainer.GetSingle <PlayerData>(); _playerStatusUI = FindObjectOfType <PlayerStatusUI>(); CountLevelNumber(); LoadPlayerData(); LoadNextLevel(); }
void Update() { if (isDead) { deadElapsedTime_ += Time.deltaTime; if (deadElapsedTime_ >= deadWaitTime) { } } if (status_) { status_.hp = 1f * hp / maxHp; status_.en = 1f * charge_.power / charge_.maxPower; status_.dead = isDead; } if (frameCount_ == 10) { ui_ = Instantiate(uiPrefab) as GameObject; ui_.transform.SetParent(transform.parent); ui_.transform.position = transform.position + Vector3.right * 0.2f; ui_.transform.rotation = transform.rotation; ui_.transform.localScale = Vector3.zero; var motion = ui_.GetComponent <PlayerUiMotion>(); if (motion) { motion.target = transform; status_ = motion.GetComponentInChildren <PlayerStatusUI>(); } } else if (frameCount_ > 10 && frameCount_ < 60) { ui_.transform.localScale += (Vector3.one - ui_.transform.localScale) * 0.1f; } ++frameCount_; }