internal void Start() { UIBarInfo ubi = new UIBarInfo(); ubi.FillColor = Color.red; ubi.UILabel = "Health"; ubi.funcUpdate = UpdateHealthValues; ubi.target = gameObject; if (GetComponent <CharacterBase>() != null) { GetComponent <CharacterBase>().AddUIBar(ubi); } /* * if (DisplayHealth) { * if (GetComponent<BasicMovement>() != null && GetComponent<BasicMovement> ().IsCurrentPlayer) { * UIBarInfo ubi = new UIBarInfo (); * ubi.FillColor = Color.red; * ubi.UILabel = "Health"; * ubi.funcUpdate = UpdateHealthValues; * ubi.target = gameObject; * FindObjectOfType<GUIHandler>().AddUIBar (ubi); * } else { * m_display = Instantiate (UIList.Instance.HealthBarPrefab, this.transform).GetComponent<HealthDisplay>(); * m_display.SetMaxHealth (MaxHealth); * } * } */ }
public override void OnControllableChange(bool isControllable) { //Debug.Log ("On controllable change"); if (isControllable) { //Debug.Log ("adding bar"); UIBarInfo ubi = new UIBarInfo(); ubi.FillColor = Color.blue; ubi.UILabel = "Focus"; ubi.id = "Focus"; ubi.funcUpdate = UpdateHealthValues; ubi.target = gameObject; //ubi.DisplayMode = UIBarDisplayMode.PERCENT; FindObjectOfType <GUIHandler> ().AddUIBar(ubi); m_displayString = ubi.UILabel; /* * m_display = Instantiate (UIList.Instance.HealthBarPrefab, this.transform).GetComponent<HealthDisplay>(); * m_display.SetMaxHealth (MaxFocus); */ } else { if (m_displayString.Length > 0) { FindObjectOfType <GUIHandler> ().RemoveUIBar(m_displayString); } //Destroy (m_display); } }
public void AddUIBar(UIBarInfo uib) { if (m_uiBars == null) { m_uiBars = new List <UIBarInfo>(); } m_uiBars.Add(uib); }
public void AddUIBar(UIBarInfo uib) { if (uib.id == "SameAsLabel") { uib.id = uib.UILabel; } RemoveUIBar(uib.id); GameObject newBar = Instantiate(UIBarPrefab, transform); uib.element = newBar; UIBar uibar = uib.element.GetComponent <UIBar>(); uibar.Initialize(uib, uibars.Count); uib.uib = uibar; uibars.Add(uib.id, uib); }
public void Initialize(UIBarInfo ubi, int Num) { SetColor(ubi.FillColor); if (ubi.DisplayLabel) { SetLabel(ubi.UILabel); } else { SetLabel(""); } SetUseScale(ubi.useScale); SetScale(ubi.scale); SetDisplayMode(ubi.DisplayMode); Vector2 v = new Vector2(StartingX, BarHeight * Num + StartingHeight); GetComponent <RectTransform> ().anchoredPosition = v; Num = Num; }
public override void OnAddProperty() { if (GetComponent <BasicMovement>() != null && GetComponent <BasicMovement> ().IsCurrentPlayer) { UIBarInfo ubi = new UIBarInfo(); ubi.FillColor = new Color(0.2f, 0.2f, 0f); ubi.UILabel = "Sentiment"; ubi.funcUpdate = UpdateSentiment; ubi.target = gameObject; ubi.DisplayMode = UIBarDisplayMode.BASE; ubi.useScale = false; FindObjectOfType <GUIHandler>().AddUIBar(ubi); Debug.Log("Adding a GUI bar"); } m_display = Instantiate(UIList.Instance.HealthBarPrefab, this.transform).GetComponent <HealthDisplay>(); m_display.SetMaxHealth(ActivateThreashold); m_display.DisplayAsFraction = true; m_display.ValueLabel = "SNT"; Debug.Log("Adding for: " + gameObject); }
void UpdateHealthValues(UIBarInfo ubi) { ubi.element.GetComponent <UIBar> ().UpdateValues(Mathf.Round(m_focus), Mathf.Round(MaxFocus)); }
void UpdateHealthValues(UIBarInfo ubi) { ubi.element.GetComponent <UIBar> ().UpdateValues(Mathf.Round(ubi.target.GetComponent <Attackable>().Health), Mathf.Round(ubi.target.GetComponent <Attackable>().MaxHealth)); }
void UpdateSentiment(UIBarInfo ubi) { ubi.element.GetComponent <UIBar> ().UpdateValues(CurrentSentiment, MaxSentiment); }
void UpdateSpeedValues(UIBarInfo ubi) { ubi.element.GetComponent <UIBar> ().UpdateValues(Mathf.Abs(Mathf.Round(ubi.target.GetComponent <PhysicsSS>().TrueVelocity.x * 100f)), 20f); }