void Awake() { hpBarGo = transform.root.Find("EnermyHpBar").gameObject; bossHpBarGo = transform.root.Find("BossHpBar").gameObject; _instance = this; this.gameObject.SetActive(false);//Boss HpBar和普通怪HpBar都设为false; }
private void ChangeHpBar(int index) { _currentHpBar.gameObject.SetActive(false); _currentHpBarindex = index; _currentHpBar = _hpBarControllers[_currentHpBarindex]; _currentHpBar.gameObject.SetActive(true); _hpbarlabel.text = _currentHpBar.name; Debug.Log("change HP bar to " + _currentHpBar.name); }
// Start is called before the first frame update void Start() { GameObject gCO = GameObject.FindWithTag("GameController"); gC = gCO.GetComponent <GameController>(); rBody = GetComponent <Rigidbody2D>(); hpO = GameObject.FindWithTag("HpStatus"); hpBarController = hpO.GetComponent <HpBarController>(); Debug.Log($"Current firerateLev:{gC.FirerateLev}"); }
// Start is called before the first frame update void Start() { GameObject gCO = GameObject.FindWithTag("GameController"); gC = gCO.GetComponent <GameController>(); GameObject hpbCO = GameObject.FindWithTag("HpStatus"); hpbC = hpbCO.GetComponent <HpBarController>(); GameObject pO = GameObject.FindWithTag("Player"); player = pO.GetComponent <PlayerMovement>(); }
private void Start() { if (!player) { selectionPrefab = Resources.Load <GameObject>("Prefabs/Selection"); bloodPrefab = Resources.Load <GameObject>("Prefabs/Blood"); hpBarPrefab = Resources.Load <GameObject>("Prefabs/2D/HP Bar"); player = PlayerController.FindOrCreate(); } //rb = GetComponent<Rigidbody>(); hp = 500; GameObject hpObject = (GameObject)Instantiate(hpBarPrefab, transform.position, Quaternion.identity, GameObject.Find("Canvas").transform); hpBar = hpObject.GetComponent <HpBarController>().Prepare(transform, hp); CalculateRadius(); }
private void Awake() { Hp = GetComponent <HpBarController>(); }
// Start is called before the first frame update void Start() { HP = 100; GameObject hpO = GameObject.FindWithTag("HpStatus"); hpBarController = hpO.GetComponent <HpBarController>(); startingLives = 3; switch (SceneManager.GetActiveScene().name) { case ("Main"): Debug.Log("Start scene!"); StartButton.SetActive(true); ExitButton.SetActive(true); titleLabel.gameObject.SetActive(true); scoreLabel.gameObject.SetActive(false); HighscoreLabel.gameObject.SetActive(false); livesLabel.gameObject.SetActive(false); break; case ("Level1Scene"): StartButton.SetActive(false); ExitButton.SetActive(false); titleLabel.gameObject.SetActive(false); scoreLabel.gameObject.SetActive(true); HighscoreLabel.gameObject.SetActive(true); livesLabel.gameObject.SetActive(true); Debug.Log("Level1 scene!"); Score = storage.score; Lives = startingLives; audioSource = GetComponent <AudioSource>(); break; case ("Level2Scene"): StartButton.SetActive(false); ExitButton.SetActive(false); titleLabel.gameObject.SetActive(false); scoreLabel.gameObject.SetActive(true); HighscoreLabel.gameObject.SetActive(true); livesLabel.gameObject.SetActive(true); Debug.Log("Level1 scene!"); Score = storage.score; Lives = storage.lives; audioSource = GetComponent <AudioSource>(); break; case ("Level3Scene"): StartButton.SetActive(false); ExitButton.SetActive(false); titleLabel.gameObject.SetActive(false); scoreLabel.gameObject.SetActive(true); HighscoreLabel.gameObject.SetActive(true); livesLabel.gameObject.SetActive(true); Debug.Log("Level1 scene!"); Score = storage.score; Lives = storage.lives; audioSource = GetComponent <AudioSource>(); break; case ("Test_Scene"): StartButton.SetActive(false); ExitButton.SetActive(false); titleLabel.gameObject.SetActive(false); scoreLabel.gameObject.SetActive(true); HighscoreLabel.gameObject.SetActive(true); livesLabel.gameObject.SetActive(true); Debug.Log("Test scene!"); Score = storage.score; Lives = startingLives; break; case ("GameOver_Scene"): Score = storage.score; Lives = storage.lives; hpBarController.health = 0.0f; StartButton.SetActive(false); RetryButton.SetActive(true); ExitButton.SetActive(true); titleLabel.gameObject.SetActive(false); scoreLabel.gameObject.SetActive(true); HighscoreLabel.gameObject.SetActive(true); livesLabel.gameObject.SetActive(true); break; } }