Esempio n. 1
0
    private IEnumerator PopulateHearts()
    {
        hearts    = new List <HeartUI>();
        numHearts = playerHealth;

        int i = 0;

        for (i = 0; i < numHearts; i++)
        {
            HeartUI go = Instantiate(heartUIPrefab, transform).GetComponent <HeartUI>();

            if (go)
            {
                hearts.Add(go);
                go.Init();
            }
        }

        for (i = 0; i < hearts.Count; i++)
        {
            waitingOnSpawn = true;

            hearts[i].StartAnimation(this);
            while (waitingOnSpawn)
            {
                yield return(null);
            }
        }

        UpdateHearts(playerHealth);
    }
Esempio n. 2
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    private void UpdateUI()
    {
        int  heartsToRender = hp.MaxHP;
        int  currentHp      = hp.CurrentHP;
        bool isRegen        = !hp.IsInCombatMode();

        for (int i = 0; i < hearts.Count; i++)
        {
            HeartUI heartUI = hearts[i];
            if (i < heartsToRender)
            {
                heartUI.Show();
                if (i < currentHp)
                {
                    heartUI.PlayFull();
                }

                else if (isRegen)
                {
                    heartUI.PlayRegen();
                }

                else
                {
                    heartUI.PlayEmpty();
                }
            }
            else
            {
                heartUI.Hide();
            }
        }
        renderedCurrentHP = currentHp;
        renderedMaxHP     = heartsToRender;
    }
Esempio n. 3
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    private void OnSceneLoaded(Scene arg0, LoadSceneMode arg1)
    {
        var player = GameObject.FindGameObjectWithTag("Player");

        healthUi = player.GetComponentInChildren <HeartUI>();
        healthUi.UpdateHearts();

        var memoryGO = GameObject.FindGameObjectWithTag("memory");

        var memory = memoryGO.GetComponent <transitionMemory>();

        memory.fadeOut = true;
        var spawName = memory.nextDoor;
        var door     = GameObject.Find(spawName);

        if (spawName == "HubTeleport")
        {
            var go = GameObject.Find(spawName);
            transform.position = go.transform.position + Vector3.up * GetComponent <CapsuleCollider>().height / 2;
            healthSO.health    = healthSO.maxHealth;
            healthUi.UpdateHearts();
            return;
        }
        var spawnTransform = door.transform.GetChild(0);

        print(spawnTransform.position);
        transform.position = spawnTransform.transform.position + Vector3.up * GetComponent <CapsuleCollider>().height / 2;
    }
    void removeHeart()
    {
        GameObject heart   = hearts.Pop();
        HeartUI    heartUI = heart.GetComponent <HeartUI> ();

        heartUI.blinkAndDie();
    }
Esempio n. 5
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    private void UpdateUIAfterDamage()
    {
        int currentHp = hp.CurrentHP;
        int maxHp     = hp.MaxHP;
        int hpLost    = renderedCurrentHP - currentHp;

        for (int i = 0; i < hpLost; i++)
        {
            int     heartIndex = renderedCurrentHP - i - 1;
            HeartUI heartUI    = hearts[heartIndex];
            heartUI.PlayLost();
        }
        int emptyHearts = renderedMaxHP - renderedCurrentHP;

        for (int i = 0; i < emptyHearts; i++)
        {
            int     heartIndex = renderedMaxHP - i - 1;
            HeartUI heartUI    = hearts[heartIndex];
            heartUI.PlayEmpty();
        }
        renderedCurrentHP = currentHp;
        renderedMaxHP     = maxHp;
    }
Esempio n. 6
0
 void Start()
 {
     GetComponent <BoxCollider2D>().isTrigger = true;
     _HeartUI = FindObjectOfType <HeartUI>();
 }