Exemple #1
0
    /// <summary>
    /// Displays the grid.
    /// </summary>
    void OnGUI()
    {
        if (_ObjectManager.gameState.displayGrid)
        {
            foreach (Node node in nodes)
            {
                if (node.isBuildable)
                {
                    Vector3 posVector = Camera.main.WorldToScreenPoint(node.unityPosition);
                    GUI.DrawTexture(new Rect(posVector.x, Screen.height - posVector.y, nodeSize.x, nodeSize.y), gridTexture);
                }
            }
        }

        foreach (EnemyBase Gob in _ObjectManager.ThingsWithHealthBars())
        {
            //Health Bar
            float healthRatio = (((float)Gob.Health) / ((float)Gob.maxHealth));
            if (healthRatio != 1)
            {
                Vector2 objSize = Gob.GetPixelSize();
                float   width   = Gob.healthBarSize.x;
                float   height  = Gob.healthBarSize.y;

                width = width * healthRatio;
                Vector3 wantedPos = Camera.main.WorldToScreenPoint(Gob.transform.position);

                GUI.color = new Color(2 * (1 - healthRatio), 2 * healthRatio, 0);
                GUI.DrawTexture(new Rect(wantedPos.x - width / 2, Screen.height - wantedPos.y - objSize.y / 2, width, height), healthTexture);
            }
        }
    }
Exemple #2
0
    /// <summary>
    /// Displays the grid.
    /// </summary>
    void OnGUI()
    {
        foreach (EnemyBase Gob in _ObjectManager.ThingsWithHealthBars())
        {
            //Health Bar
            float healthRatio = (((float)Gob.Health) / ((float)Gob.maxHealth));
            if (healthRatio != 1)
            {
                Vector2 objSize = Gob.GetPixelSize();
                float   width   = Gob.healthBarSize.x;
                float   height  = Gob.healthBarSize.y;

                width = width * healthRatio;
                Vector3 wantedPos = Camera.main.WorldToScreenPoint(Gob.transform.position);

                GUI.color = new Color(2 * (1 - healthRatio), 2 * healthRatio, 0);
                GUI.DrawTexture(new Rect(wantedPos.x - width / 2, Screen.height - wantedPos.y - objSize.y / 2, width, height), healthTexture);
            }
        }
    }