void Update()
 {
     if (HealthBarActive && targetType >= 2) // Actor or combatable
     {
         TargetHealthBar.value = TargetCombatable.getPercentHealth();
         TargetHealthNum.text  = Mathf.Round(TargetCombatable.getCurrentHealth()).ToString();
         if (EnergyBarActive)
         {
             TargetEnergyBar.value = TargetActor.getPercentEnergy();
             TargetEnergyNum.text  = Mathf.Round(TargetActor.getCurrentEnergy()).ToString();
         }
     }
 }
Exemple #2
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    public override void activate(ObjectActor self, ObjectCombatable target)
    {
        float num = target.getPercentHealth();

        if (num < 0.25f)
        {
            float damage = self.getStr() * 0.5f + 50.0f;
            target.takeSlashingDamage(damage, (ObjectInteractable)self);
        }
        else if (num < 0.5f)
        {
            float damage = self.getStr() * 0.5f + 30.0f;
            target.takeSlashingDamage(damage, (ObjectInteractable)self);
        }
    }
Exemple #3
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    public override bool activate(ObjectActor self, ObjectCombatable target, out string message)
    {
        float num = target.getPercentHealth();

        if (num < 0.25f)
        {
            float damage = self.getStr() * 0.5f + 50.0f;
            target.takeSlashingDamage(damage, (ObjectInteractable)self);
        }
        else if (num < 0.5f)
        {
            float damage = self.getStr() * 0.5f + 30.0f;
            target.takeSlashingDamage(damage, (ObjectInteractable)self);
        }
        else
        {
            message = "Target's health was not low enough.";
            return(true);
        }
        message = "";
        return(false);
    }