// Use this for initialization void OnEnable() { Instance = this; slider = GetComponent <Image> (); maxWidth = 1; InitBar(); //2.1.2 }
//// Update is called once per frame //void Update () { //} public void SetupUI(DestroyableObject _targetObj) { if (targetObj != null) { targetObj.onHPUpdate -= TargetObj_OnHPUpdate; } targetObj = _targetObj; if (progressBar == null) { GameObject progressBarPrefab = GameUtility.GetProgressBarPrefab(); GameObject progressBarGo = Instantiate(progressBarPrefab); progressBarGo.transform.SetParent(panel); progressBarGo.transform.localPosition = new Vector3(0.0f, 30.0f, 0.0f); progressBarGo.transform.localScale = Vector3.one; progressBar = progressBarGo.GetComponent <ProgressBarScript>(); } progressBar.SetupProgressBar(null, null, targetObj.hp, targetObj.hp); CreateNumberTextObjectPool(); targetObj.onHPUpdate += TargetObj_OnHPUpdate; }
// Use this for initialization void OnEnable() { Instance = this; slider = GetComponent <Image>(); maxWidth = 1; ResetBar(); PrepareStars(); }
// Use this for initialization void Start() { Instance = this; slider = GetComponent <Slider>(); maxWidth = slider.value; ResetBar(); PrepareStars(); }
private void ShowProgressBar() { ProgressBarScript.ResetProgressBar(); progressBar.alpha = 1; progressBar.interactable = true; progressBar.blocksRaycasts = true; bonusTextCanvas.alpha = 1; bonusTextCanvas.interactable = true; bonusTextCanvas.blocksRaycasts = true; }
// Use this for initialization void OnEnable() { Instance = this; slider = GetComponent <Image>(); maxWidth = 1; LevelManager.OnLevelLoaded += InitBar; if (LevelManager.GetGameStatus() > GameState.PrepareGame) { InitBar(); } }
void LaserBeam() { List <GameObject> enemies = FindAllNearEnemy(); ActivateEffect(); List <Vector3> lightningPositions = new List <Vector3>(); //Null means that the turret is reloading. if (enemies == null) { return; } //If there is not enemy, erase the line. if (enemies.Count == 0) { lineRenderer.positionCount = 0; return; } lightningPositions.Add(transform.position); foreach (GameObject enemy in enemies) { lightningPositions.Add(transform.position); lightningPositions.Add(enemy.transform.position); ProgressBarScript progressBarScript = enemy.GetComponent <ProgressBarScript>(); progressBarScript.currentHealth -= attackDamage; } lineRenderer.positionCount = lightningPositions.Count; int i = 0; foreach (Vector3 pos in lightningPositions) { lineRenderer.SetPosition(i, pos); i++; } }
void BurnEnemy() { List <GameObject> enemies = FindAllNearEnemy(); ActivateEffect(); if (enemies == null || enemies.Count == 0) { return; } foreach (GameObject enemy in enemies) { ProgressBarScript progressBarScript = enemy.GetComponent <ProgressBarScript>(); progressBarScript.currentHealth -= attackDamage; } }
void ThrowLightning() { List <GameObject> enemies = FindAllNearEnemy(); ActivateEffect(); List <Vector3> lightningPositions = new List <Vector3>(); //Null means that the turret is reloading. if (enemies == null) { return; } //If there is not enemy, erase the line. if (enemies.Count == 0) { GetComponent <Animator>().SetBool("Attacking", false); lineRenderer.positionCount = 0; return; } GetComponent <Animator>().SetBool("Attacking", true); GetComponent <Animator>().Play("ElectricTurretAttack", 0); lightningPositions.Add(transform.position); foreach (GameObject enemy in enemies) { // lineRenderer.SetPosition(1, enemy.transform.position);w² lightningPositions.Add(enemy.transform.position); lightningPositions.Add(enemy.transform.position + new Vector3(Random.Range(0f, 2f), Random.Range(0f, 2f), 0)); // print(enemy.transform.position +new Vector3(Random.Range(0, 2), Random.Range(0, 2), 0)); ProgressBarScript progressBarScript = enemy.GetComponent <ProgressBarScript>(); progressBarScript.currentHealth -= attackDamage; UIScript.instance.DisplayImpactEffect(UIScript.instance.electricEnemyEffect).transform.position = enemy.transform.position; AudioManager.instance.Play("Punch", true); } lineRenderer.positionCount = lightningPositions.Count; foreach (Vector3 pos in lightningPositions) { lineRenderer.SetPosition(lightningPositions.IndexOf(pos), pos); } // ITS WORKING , ATTACK ONLY ONE ENEMY AT THE TIME. // FindEnemies(); // // if (target == null) // { // lineRenderer.SetPosition(0, shootPos.transform.position); // lineRenderer.SetPosition(1, shootPos.transform.position); // // return; // } // target.GetComponent<ProgressBarScript>().currentHealth -= attackDamage; // // lineRenderer.SetPosition(0, shootPos.transform.position); // lineRenderer.SetPosition(1, target.transform.position); // // UIScript.instance.DisplayImpactEffect(UIScript.instance.electricEnemyEffect).transform.position = target.transform.position; }