private void HealthSystem_OnDead(object sender, EventArgs e) { //spriteRenderer.sprite = GameAssets.i.s_ShieldTransformerDestroyed; //spriteRenderer.material = GameAssets.i.m_SpritesDefault; healthBar.Hide(); OnDestroyed?.Invoke(this, EventArgs.Empty); }
public void RefreshHealthBar() { healthWorldBar.SetSize(healthSystem.GetHealthPercent()); if (healthSystem.GetHealthPercent() >= 1f) { // Full health healthWorldBar.Hide(); } else { healthWorldBar.Show(); } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.GetComponent <PickupHealth>() != null) { // Health item! materialTintColor.SetTintColor(Color.green); healthSystem.Heal(healthSystem.GetHealthMax()); Destroy(collider.gameObject); } if (collider.GetComponent <PickupShotgun>() != null) { // Shotgun materialTintColor.SetTintColor(Color.blue); SetCanUseShotgun(); Destroy(collider.gameObject); OnPickedUpWeapon?.Invoke(Weapon.WeaponType.Shotgun, EventArgs.Empty); } if (collider.GetComponent <PickupRifle>() != null) { // Shotgun materialTintColor.SetTintColor(Color.blue); SetCanUseRifle(); Destroy(collider.gameObject); OnPickedUpWeapon?.Invoke(Weapon.WeaponType.Rifle, EventArgs.Empty); } if (collider.GetComponent <Star>() != null) { // Star! // Game Win! collider.gameObject.SetActive(false); playerMain.PlayerSwapAimNormal.PlayWinAnimation(); playerMain.PlayerMovementHandler.Disable(); //transform.Find("Body").GetComponent<MeshRenderer>().material = GameAssets.i.m_PlayerWinOutline; healthBar.Hide(); CameraFollow.Instance.SetCameraFollowPosition(GetPosition()); CameraFollow.Instance.SetCameraZoom(35f); CinematicBars.Show_Static(150f, .6f); transform.Find("AimLight").gameObject.SetActive(false); } }
private void IncreaseConstructionTick() { if (IsConstructing()) { constructionTick++; switch (constructionTick) { case 3: spriteRenderer.sprite = GameAssets.i.towerConstruction_2; break; case 6: spriteRenderer.sprite = GameAssets.i.towerConstruction_3; break; case 10: spriteRenderer.sprite = GameAssets.i.towerConstruction_Built; break; } float constructionNormalized = constructionTick * 1f / constructionTickMax; constructionBar.SetSize(constructionNormalized); if (constructionTick >= constructionTickMax) { // Tower is fully constructed constructionBar.Hide(); onTowerConstructedAction(); } } }
private void HealthSystem_OnDead(object sender, EventArgs e) { healthWorldBar.Hide(); }