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; }
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; }