public override void OnInspectorGUI()
        {
            serializedObject.Update();

            HealthBarComponent ct = (HealthBarComponent)target;

            //General
            EditorGUILayout.PropertyField(propImage, new GUIContent("Image", "The UnityEngine.UI.Image component used for drawing the health bar. Assigned automatically if one is found."));
            EditorGUILayout.PropertyField(propCurrentHealth, new GUIContent("Current Health", "The current Health to display."));
            EditorGUILayout.PropertyField(propTotalHealth, new GUIContent("Total Health", "The total Health of the Health Bar, used for determining health and tick distribution."));
            EditorGUILayout.PropertyField(propHealthColor, new GUIContent("Health Color", "The Color of the Current Health portion of the Health Bar."));
            EditorGUILayout.PropertyField(propDamageColor, new GUIContent("Damage Color", "The Color of the Damaged Health portion of the Health Bar."));

            //Tick
            EditorGUILayout.PropertyField(propTickEnabled, new GUIContent("Health Tick Enabled", "Whether or not to draw small health ticks"));
            if (propTickEnabled.boolValue)
            {
                EditorGUI.indentLevel++;

                EditorGUILayout.PropertyField(propHealthPerTick, new GUIContent("Health Per Tick", "How much Health should be contained within a \"tick\"."));
                EditorGUILayout.PropertyField(propTickWidth, new GUIContent("Tick Width", "How wide a Tick should be drawn in units, will be consistent regardless of Health Bar size."));
                EditorGUILayout.PropertyField(propTickHeightPercent, new GUIContent("Tick Height %", "How much of the height of the health bar the tick should cover from the top to the bottom."));
                EditorGUILayout.PropertyField(propTickColor, new GUIContent("Tick Color", "The Color of the Tick lines in the Health Bar."));

                EditorGUI.indentLevel--;
            }

            //Big Tick
            EditorGUILayout.PropertyField(propBigTickEnabled, new GUIContent("Health Big Tick Enabled", "Whether or not to draw big health ticks"));
            if (propBigTickEnabled.boolValue)
            {
                EditorGUI.indentLevel++;

                EditorGUILayout.PropertyField(propHealthPerBigTick, new GUIContent("Health Per Tick", "How much Health should be contained within a \"tick\"."));
                EditorGUILayout.PropertyField(propBigTickWidth, new GUIContent("Tick Width", "How wide a Tick should be drawn in units, will be consistent regardless of Health Bar size."));
                EditorGUILayout.PropertyField(propBigTickHeightPercent, new GUIContent("Tick Height %", "How much of the height of the health bar the tick should cover from the top to the bottom."));
                EditorGUILayout.PropertyField(propBigTickColor, new GUIContent("Tick Color", "The Color of the Tick lines in the Health Bar."));

                EditorGUI.indentLevel--;
            }

            //Border
            EditorGUILayout.PropertyField(propBorderEnabled, new GUIContent("Border Enabled", "Whether or not to draw an inset border on the health bar."));
            if (propBorderEnabled.boolValue)
            {
                EditorGUI.indentLevel++;

                EditorGUILayout.PropertyField(propBorderWidth, new GUIContent("Border Width", "How wide an edge of the border should be in units, will be consistent regardless of Health Bar size."));
                EditorGUILayout.PropertyField(propBorderColor, new GUIContent("Border Color", "The Color of the Border in the Health Bar."));

                EditorGUI.indentLevel--;
            }

            //EditorGUILayout.PropertyField(prop, new GUIContent("", ""));

            serializedObject.ApplyModifiedProperties();
        }
Exemple #2
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    public void Init(BaseObject obj)
    {
        TARGET = obj;
        if (TARGET == null)
        {
            TARGET = GetComponent <UIAnchor>().objectToFollow.GetComponent <BaseObject>();
        }
        TARGET.PlugHealthBar(this);
        //health bar cant be child of moving shit
        HealthBar           = GetComponentInChildren <Canvas>().GetComponentInChildren <Fizzik.HealthBarComponent>();
        hpbar.currentHealth = (int)TARGET.GetHP();
        hpbar.totalHealth   = (int)TARGET.GetMAX_HP();
        hpbar.GetComponent <Image>().material = HealthBarMaterial;


        isInit = true;
    }
Exemple #3
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    // Cache a reference to our parent canvas, so we don't repeatedly search for it.
    void Start()
    {
        if (objectToFollow == null)
        {
            objectToFollow = transform.parent;
        }
        Fizzik.HealthBarComponent hpBar = GetComponentInChildren <Fizzik.HealthBarComponent>();
        BaseObject obj = objectToFollow.GetComponent <BaseObject>();

        if (obj.m_team == TEAM.RED)
        {
            hpBar.healthColor = Color.red;
        }
        else
        {
            hpBar.healthColor = Color.cyan;
        }

        if (obj.m_type == TYPE.CHAMPION)
        {
        }

        _myCanvas = GetComponentInChildren <Canvas>().GetComponent <RectTransform>();
    }