Example #1
0
    public void SetHealthSystem(healthSystem hs)
    {
        //this.healthSystem1 = hs;  //a //i think this line no need  (use for private)
        this.hs      = hs;
        HealthSystem = hs;

        List <healthSystem.Heart> heartList = hs.GetHeartList();
        int   row        = 0;
        int   col        = 0;
        int   colMax     = 10;
        float rowColSize = 30f;

        for (int i = 0; i < heartList.Count; i++)
        {
            healthSystem.Heart heart = heartList[i];
            Vector2            hap   = new Vector2(col * rowColSize, -row * rowColSize); //heartAnchoredPosition
            CreateHeartImage(hap).SetHeartFraments(heart.GetFragmentAmount());

            col++;
            if (col >= colMax)
            {
                row++;
                col = 0;
            }
        }
        hs.OnDamaged += healthSystem_OnDamaged;
        hs.OnDead    += healthSystem_OnDead;
        hs.OnHeal    += healthSystem_OnHeal;
    }
Example #2
0
    private void Start()
    {
        //p1IsDead = false;

        healthSystem hs = new healthSystem(3); // number of maximum heart

        SetHealthSystem(hs);
    }
    private void Start()
    {
        playerHealthSystem = playerObject.GetComponent <healthSystem>();
        moveScript         = playerObject.GetComponent <Movement>();
        playerRb           = playerObject.GetComponent <Rigidbody2D>();

        hurtforceXTemp = hurtForceX;
        hurtforceYTemp = hurtForceY;
    }
    private void Start()
    {
        playerHealthSystem = playerObject.GetComponent <healthSystem>();
        moveScript         = playerObject.GetComponent <Movement>();
        playerRb           = playerObject.GetComponent <Rigidbody2D>();

        hurtForceTime = playerObject.GetComponent <HurtForceVariables>().hurtForceTime;
        hurtForceX    = playerObject.GetComponent <HurtForceVariables>().hurtForceX;
        hurtForceY    = playerObject.GetComponent <HurtForceVariables>().hurtForceY;
        touchDamage   = playerObject.GetComponent <HurtForceVariables>().touchDamage;
    }