public void SetProgress(float percent) { try { fillBar.SetValues(percent); } catch (MissingReferenceException e) { } }
void HandlePlayerHealthChanged(IDamageable entity) { //Debug.Log("Health changed"); if (playerHealthFillBar != null) { gameObject.SetActive(true); playerHealthFillBar.SetValues(entity.Health, entity.MaxHealth); // player health, player max health. } if (entity.Health < previousHealth) { foreach (var ui in uics) { ui.StartShift(); } } previousHealth = entity.Health; // Probably shouldn't do this, but cba creating an OnEntityDamage event. }