void Start() { gameObject.SetActive(false); cam = Camera.main; segmenter = GetComponentInChildren <Segmenter>(); uiElement = GetComponent <RectTransform>(); w2c = new WorldToCanvas(GetComponentInParent <Canvas>()); }
void Start() { cam = Camera.main; pointerRect = GetComponent <RectTransform>(); pointerRect.gameObject.SetActive(false); w2c = new WorldToCanvas(GetComponentInParent <Canvas>()); canvasBorder = 0.05f * new Vector2(w2c.canvasRect.rect.width, w2c.canvasRect.rect.height); }
private ProgressBarBehaviour makeMPbar() { GameObject canvas = GameObject.FindGameObjectWithTag("Canvas"); Vector2 pos = WorldToCanvas.toCanvas(canvas, transform.position + new Vector3(0, 3.0f)); ProgressBarBehaviour pb = Instantiate(MP, pos, Quaternion.identity); pb.ProgressSpeed = 500; pb.SetFillerSizeAsPercentage(100.0f); pb.transform.SetParent(canvas.transform, false); pb.transform.localScale = new Vector3(0.2f, 0.3f); return(pb); }
// Use this for initialization void Awake() { // Caches the damage text's useful components damageText = textObject.GetComponent <Text>(); textRectTransform = textObject.GetComponent <RectTransform>(); Shadow[] effects = damageText.GetComponents <Shadow>(); // Get the Outline/Shadow components in the text // Cycle through each effect on the text for (int i = 0; i < effects.Length; i++) { // If the effect is of type 'Outline', save the component in the "outline" variable if (effects[i] is Outline) { textOutline = (Outline)effects[i]; } // Else, the effect is a shadow. Thus, save the component in the "shadow" variable else { textShadow = effects[i]; } } // Caches the background image's useful components backgroundImage = backgroundObject.GetComponent <Image>(); backgroundRectTransform = backgroundObject.GetComponent <RectTransform>(); // Stores the original scale for the text and background. originalTextScale = textRectTransform.localScale; originalBackgroundScale = backgroundRectTransform.localScale; // Stores the background image's original color. This is the color the background will preserve when fading in originalBackgroundColor = backgroundImage.color; // Cache this gameObject's Transform component transform = GetComponent <Transform>(); // Create a 'WorldToCanvas' component, allowing the damage label to be placed over a character's head in the world. worldToCanvas = gameObject.AddComponent <WorldToCanvas>(); // Add a rigidobdy to the "worldToCanvas" component. Allows the damage label to fall down using gravity. worldToCanvas.CreateRigidbody(); //StartCoroutine (Test()); }
// Update is called once per frame void Update() { if (displayHPMP == true) { makedHPbar.gameObject.SetActive(true); makedMPbar.gameObject.SetActive(true); GameObject canvas = GameObject.FindGameObjectWithTag("Canvas"); Vector3 pos = WorldToCanvas.toCanvas(canvas, transform.position + new Vector3(0, 3.2f)); makedHPbar.transform.position = pos; Vector3 pos2 = WorldToCanvas.toCanvas(canvas, transform.position + new Vector3(0, 3.0f)); makedMPbar.transform.position = pos2; } if (displayHPMP == false) { makedHPbar.gameObject.SetActive(false); makedMPbar.gameObject.SetActive(false); } }