private void ShowCoins(int Count) { graphController.GoToNodeByName("Coins"); CoinsProgr.SetValue(Count); ObtCoinsProgr.gameObject.SetActive(true); ObtCoinsProgr.SetValue(Count); }
private void ShowBrawlerPower(int Count) { graphController.GoToNodeByName("Brawler Power"); BrawlerPowerProgr.SetValue(Count); //ObtBrawlerPowerProgr.SetValue(Count); //ObtBrawlerPowerProgr.gameObject.SetActive(true); }
protected override void InitPersonParameters() { base.InitPersonParameters(); EnergyParameter.OnChangeValue.AddListener(energy => { if (energy >= EnergyParameter.MaxValue) { energy = EnergyParameter.MaxValue; } if (energy <= 0) { energy = 0; } EnergyProgressor.SetValue(energy); }); EnergyProgressor.SetMax(EnergyParameter.MaxValue); EnergyProgressor.SetValue(EnergyParameter.Value); HealthParameter.OnChangeValue.AddListener(health => { EnergyParameter.Value += EnergyParameter.MaxValue / 10; }); }
protected virtual void InitPersonParameters() { _personAnimator = GetComponent <PersonAnimatorDragonBones>(); _personAnimator.AnimationTimeScale = AnimationTimeScaleParameter.Value; HealthParameter.OnChangeValue.AddListener(health => { if (health >= HealthParameter.MaxValue) { health = HealthParameter.MaxValue; } HpProgressor.SetValue(health); }); HpProgressor.SetMax(HealthParameter.MaxValue); HealthParameter.Value = HealthParameter.MaxValue; }
void LateUpdate() { if (won) { return; } if (currentPressureValue != targetPressureValue) { currentPressureValue = Mathf.Lerp(currentPressureValue, targetPressureValue, (1 / lerpTime) * Time.deltaTime); if (Mathf.Abs(currentPressureValue - targetPressureValue) < 0.001f) { currentPressureValue = targetPressureValue; } } indicator.value = currentPressureValue; if (currentPressureValue >= 0.65f) { loseTimer = Mathf.Max(0, loseTimer - Time.deltaTime); } else { loseTimer = Mathf.Min(maxLoseTime, loseTimer + Time.deltaTime * 2); } timeProgressor.SetValue(maxLoseTime - loseTimer); src.pitch = 1 + timeProgressor.Value / maxLoseTime; //Lose if (loseTimer <= 0) { GameObject.FindGameObjectWithTag("Player").GetComponent <Player>().PressureFailure(); chooser.Stop(); src.Stop(); this.enabled = false; } //Win if (currentPressureValue == targetPressureValue && targetPressureValue == 0.6f) { GameEventMessage.SendEvent("GameWon"); StartCoroutine(GameWon()); won = true; } }
/// <summary> /// Sets the health bar value /// </summary> /// <param name="value">should be between 0 to 1</param> public void SetHealthBarValue(int value) { if (!hpProgressor) { hp = value; return; } hpProgressor.SetValue(value); //if (HealthBarImage.fillAmount < 0.2f) //{ // SetHealthBarColor(Color.red); //} //else if (HealthBarImage.fillAmount < 0.4f) //{ // SetHealthBarColor(Color.yellow); //} //else //{ // SetHealthBarColor(Color.green); //} }
public BattleStateUI updateSP(int sp) { spProgressor.SetValue(sp); return(this); }
public BattleStateUI updateHP(int hp) { hpProgressor.SetValue(hp); return(this); }
private IEnumerator ShowEnumerator(bool instantAction) { RectTransform.FullScreen(true); Overlay.FullScreen(true); yield return(null); //skip a frame DisableUIInteractions(); UIAnimator.StopAnimations(Container.RectTransform, ShowBehavior.Animation.AnimationType); //stop any SHOW animations Container.Enable(); //enable the gameobject, canvas and graphic raycaster Overlay.Enable(); //MOVE Vector3 moveFrom = UIAnimator.GetAnimationMoveFrom(Container.RectTransform, ShowBehavior.Animation, Container.StartPosition); Vector3 moveTo = UIAnimator.GetAnimationMoveTo(Container.RectTransform, ShowBehavior.Animation, Container.StartPosition); if (!ShowBehavior.Animation.Move.Enabled) { Container.ResetPosition(); } UIAnimator.Move(Container.RectTransform, ShowBehavior.Animation, moveFrom, moveTo, instantAction); //initialize and play the SHOW Move tween //ROTATE Vector3 rotateFrom = UIAnimator.GetAnimationRotateFrom(ShowBehavior.Animation, Container.StartRotation); Vector3 rotateTo = UIAnimator.GetAnimationRotateTo(ShowBehavior.Animation, Container.StartRotation); if (!ShowBehavior.Animation.Rotate.Enabled) { Container.ResetRotation(); } UIAnimator.Rotate(Container.RectTransform, ShowBehavior.Animation, rotateFrom, rotateTo, instantAction); //initialize and play the SHOW Rotate tween //SCALE Vector3 scaleFrom = UIAnimator.GetAnimationScaleFrom(ShowBehavior.Animation, Container.StartScale); Vector3 scaleTo = UIAnimator.GetAnimationScaleTo(ShowBehavior.Animation, Container.StartScale); if (!ShowBehavior.Animation.Scale.Enabled) { Container.ResetScale(); } UIAnimator.Scale(Container.RectTransform, ShowBehavior.Animation, scaleFrom, scaleTo, instantAction); //initialize and play the SHOW Scale tween //FADE float fadeFrom = UIAnimator.GetAnimationFadeFrom(ShowBehavior.Animation, Container.StartAlpha); float fadeTo = UIAnimator.GetAnimationFadeTo(ShowBehavior.Animation, Container.StartAlpha); if (!ShowBehavior.Animation.Fade.Enabled) { Container.ResetAlpha(); } UIAnimator.Fade(Container.RectTransform, ShowBehavior.Animation, fadeFrom, fadeTo, instantAction); //initialize and play the SHOW Fade tween Visibility = VisibilityState.Showing; //update the visibility state if (!VisiblePopups.Contains(this)) { VisiblePopups.Add(this); } ShowBehavior.OnStart.Invoke(gameObject, !instantAction, !instantAction); NotifySystemOfTriggeredBehavior(AnimationType.Show); //send the global events if (HideProgressor != null) { HideProgressor.SetValue(0f); } float startTime = Time.realtimeSinceStartup; if (!instantAction) //wait for the animation to finish { // yield return new WaitForSecondsRealtime(ShowBehavior.Animation.TotalDuration); float totalDuration = ShowBehavior.Animation.TotalDuration; float elapsedTime = startTime - Time.realtimeSinceStartup; while (elapsedTime <= totalDuration) //wait for seconds realtime (ignore Unity's Time.Timescale) { elapsedTime = Time.realtimeSinceStartup - startTime; VisibilityProgress = elapsedTime / totalDuration; yield return(null); } } ShowBehavior.OnFinished.Invoke(gameObject, !instantAction, !instantAction); Visibility = VisibilityState.Visible; //update the visibility state if (!VisiblePopups.Contains(this)) { VisiblePopups.Add(this); } if (AutoHideAfterShow) { Hide(AutoHideAfterShowDelay); } StartCoroutine(ExecuteShowSelectDeselectButtonEnumerator()); //select the selectedButton m_showCoroutine = null; //clear the coroutine reference EnableUIInteractions(); RemoveHiddenFromVisiblePopups(); }