private void Awake() { inSightType = InSightType.None; isFadeCrosshair = false; current = this; HitCrosshair.enabled = false; _crosshairFadeCooldown = new Cooldown { OnUpdate = CrosshairFadeUpdate, OnFinish = CrosshairFadeFinish }; _ammunitionFadeCooldown = new Cooldown { OnUpdate = AmmunitionFadeUpdate }; _killCountFadeCooldown = new Cooldown { OnUpdate = KillCountFadeUpdate }; insightCrosshairColours = new Dictionary <InSightType, Color> { { InSightType.None, Color.white }, { InSightType.Friendly, FriendlyCrosshair }, { InSightType.Enemy, EnemyCrosshair } }; AmmunitionContainer.alpha = 0f; KillCountContainer.alpha = 0f; var hudFont = Resources.Load <Font>("Fonts/EU____"); ammoStyle = new GUIStyle { alignment = TextAnchor.MiddleRight, normal = { textColor = Color.white }, font = hudFont, fontSize = 30 }; }
public void SetTargetInSight(InSightType value) { inSightType = value; }
private void Awake() { inSightType = InSightType.None; isFadeCrosshair = false; current = this; HitCrosshair.enabled = false; var hudFont = Resources.Load<Font>("Fonts/EU____"); ammoStyle = new GUIStyle { alignment = TextAnchor.MiddleRight, normal = { textColor = Color.white }, font = hudFont, fontSize = 30 }; }