public void show_damage(GameObject battle_object, int maxihp, int initp, int top) { GameObject blood = GameObject.CreatePrimitive(PrimitiveType.Plane); GameObject camera = GameObject.Find("CameraController").GetComponent <CameraControl>().get_current_camera(); //obj.transform.position = pos + new Vector3(0,0.8f,0); blood.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f); blood.transform.position = battle_object.transform.position + new Vector3(0, 0.8f, 0); blood.transform.LookAt(camera.transform.position); blood.transform.Translate(Vector3.forward * 1.1f); blood.transform.Translate(Vector3.down * 0.3f); blood.transform.Translate(Vector3.left * 0.7f); blood.transform.Rotate(new Vector3(90, 0, 0)); blood.GetComponent <MeshRenderer>().material = new Material(Shader.Find("Custom/BloodShader")); blood.AddComponent <BloodControl>(); BloodControl bc = blood.GetComponent <BloodControl>(); Material mat = blood.GetComponent <MeshRenderer>().material; mat.SetColor("_Color", new Color(0.0f, 1.0f, 192.0f / 255)); mat.SetFloat("_LineWidth", 0.0266f); mat.mainTexture = Resources.Load("blood_empty") as Texture; bc.maxi_blood = maxihp; bc.current_blood = initp; bc.target_blood = top; mat.SetFloat("_Percent", 1.0f * initp / maxihp); bc.current_frame = 0; StartCoroutine(WaitingBloodDel(blood, 1.5f)); }
void Start() { // gameObject.SetActive(false); bc = GameObject.Find("BloodBar").GetComponent <BloodControl>(); redmat = GetComponent <MeshRenderer>().material; bulemat = GameObject.Find("bule").GetComponent <MeshRenderer>().material; m_status = FocusStatus.Normal; }