// Use this for initialization void Start() { data = gameObject.GetComponent <StarshipData>(); MaxHealth = data.totalHitPoints; CurrentHealth = MaxHealth; data.currentHitPoints = CurrentHealth; healthBarSlider.value = CalculateHealthPercentage(); }
public void Initialize(GameObject StarshipPrefab) { Health health = StarshipPrefab.GetComponent <Health>(); Starship_Engine starship_Engine = StarshipPrefab.GetComponent <Starship_Engine>(); Starship_RotationEngine starship_RotationEngine = StarshipPrefab.GetComponent <Starship_RotationEngine>(); Guns guns = StarshipPrefab.GetComponent <Guns>(); StarshipData starshipData = StarshipsModificatonsData.GetStarshipData(StarshipPrefab.GetComponent <PlayerStarshipModifications>().Starship); InitializeModificationMenu(ModificationMenus[0], health.maxHp, starshipData, ModificationName.Health); InitializeModificationMenu(ModificationMenus[1], starship_Engine.force, starshipData, ModificationName.EnginePower); InitializeModificationMenu(ModificationMenus[2], starship_RotationEngine.force, starshipData, ModificationName.GyroPower); InitializeModificationMenu(ModificationMenus[3], 1 / guns.ShootTime, starshipData, ModificationName.ShootTime); }
public float closeEnoughDistance; //Buffer for waypoints, so if you're next to waypoint it's "good enough" and you can progess through to the next waypoint // Use this for initialization void Start() { data = GetComponent <StarshipData> (); }
private void InitializeModificationMenu(ModificationMenu ModificationMenu, float value, StarshipData StarshipData, ModificationName ModificationName) { ModificationMenu.Initialize(value, StarshipData.GetModificationData(ModificationName), TryUpgrade, CostEnabledColor, CostDisabledColor); }
// Use this for initialization void Start() { data = gameObject.GetComponent <StarshipData>(); }