void OnCollisionEnter2D(Collision2D coll) { FervorBucket bucket = coll.gameObject.GetComponent <FervorBucket>(); if (bucket.IsConverted()) { _fervor++; } else { _fervor--; } _fervor = Mathf.Clamp(_fervor, 0.0f, c_maxFervor); _progressBar.SetValue(_fervor, c_maxFervor); if (_fervor < 50) { _isConverted = false; } else { _isConverted = true; } }
void InstantiateBar(int num) { if (num < 0 || num >= progressBarPrefabs.Length) { return; } currentPrefab = num; if (bar != null) { Destroy(bar.gameObject); } #if UNITY_5_2 || UNITY_5_3 || UNITY_5_4_OR_NEWER bar = Instantiate <ProgressBarPro>(progressBarPrefabs[num], prefabParent); #else bar = Instantiate(progressBarPrefabs[num]) as ProgressBarPro; bar.transform.SetParent(prefabParent); #endif bar.gameObject.SetActive(false); bar.transform.localScale = Vector3.one; bar.SetValue(currentValue); bar.gameObject.SetActive(true); prefabName.text = progressBarPrefabs[currentPrefab].gameObject.name; Invoke("EnableBar", 0.01f); }
// Update is called once per frame void Update() { if (worker.humanPlayer) { nameToDisplay.text = worker.playerName; } abilityUI.SetValue(worker.abilityUses, 3); }
public void SetValue(float value) { currentValue = value; if (bar != null) { bar.SetValue(value); } }
// Update is called once per frame void Update() { buildProgress = worker.taskProgress; barricadeXP = buildProgress - (float)offset; barricadeXPUI.SetValue(barricadeXP, 25f); if (buildProgress >= 25 && buildProgress < 50 && barricadeLevel == 0) { barricadeLevel = 1; board[0].SetActive(true); offset = 25; barricadeStatus.text = "UPGRADING BARRICADE"; levelNumber.text = "1"; } else if (buildProgress >= 50 && buildProgress < 75 && barricadeLevel == 1) { barricadeLevel = 2; board[1].SetActive(true); offset = 50; barricadeStatus.text = "UPGRADING BARRICADE"; levelNumber.text = "2"; } else if (buildProgress >= 75 && buildProgress < 100 && barricadeLevel == 2) { barricadeLevel = 3; board[2].SetActive(true); offset = 75; barricadeStatus.text = "UPGRADING BARRICADE"; levelNumber.text = "3"; } else if (buildProgress >= 100 && barricadeLevel == 3) { barricadeLevel = 4; board[3].SetActive(true); barricadeStatus.text = ""; levelNumber.text = "MAX"; worker.playerStatus = HorrorCharacterController.Status.idle; } }
public void IncreaseMojo() { pointParticles.Play(); totalPercent += percentagePerPoint; if (totalPercent <= 1f) { progressBar.SetValue(totalPercent); } if (totalPercent >= 1f) { GetComponent <Animator>().Play("Play"); finaleParticles.Play(); } }
// Update is called once per frame void Update() { overallProgress = worker.taskProgress; readingProgress = overallProgress - (float)offset; spellProgressUI.SetValue(readingProgress, 50f); if (overallProgress >= 50 && overallProgress < 100 && spellLevel == 0) { spellLevel = 1; offset = 50; spellLevelTxt.text = "CASTING BANISH SPELL"; } }
// Update is called once per frame void Update() { overallProgress = worker.taskProgress; phoneProgress = overallProgress - (float)offset; phoneProgressUI.SetValue(phoneProgress, maxValue); if (overallProgress >= 60 && overallProgress < 100 && phoneLevel == 0) { phoneLevel = 1; offset = 60; maxValue = 40; phoneLevelTxt.text = "CALLING 911"; } }
internal virtual void TakeHit() { health -= 10.0f; healthBar.SetValue(health / MaxHealth); if (health <= 0) { if (pullable != null) { lock (pullable) { NexusPull.instance.RemovePullableObject(pullable); } } Destroy(this.gameObject); } }
internal virtual void TakeHit(float damageToTake = 10.0f) { if (IsInvulnerable()) { return; } health -= damageToTake; healthBar.SetValue(GetHealthRatio()); if (health <= 0) { if (pullable != null) { lock (pullable) { NexusPull.instance.RemovePullableObject(pullable); } } OnKilled(); Destroy(this.gameObject); } }
private void UpdateHealthBar() { healthBar.SetValue(health, maxHealth); }
// Use this for initialization void Start() { p_harvestExplosions = Resources.LoadAll <GameObject>("Explosions"); _progressBar.SetValue(_fervor, c_maxFervor); StartCoroutine(AddFervor()); }
// Use this for initialization void Start() { _healthBar.SetValue(_fervor, c_maxFervor); SetColor(); }
// Update is called once per frame void Update() { overallProgress = mechanic.taskProgress; carProgress = overallProgress - (float)offset; carProgressUI.SetValue(carProgress, maxValue); if (overallProgress >= 15 && overallProgress < 50 && carLevel == 0) { carLevel = 1; offset = 15; maxValue = 85; blackSmoke.SetActive(true); whiteSmoke.SetActive(false); car[0].SetActive(false); car[1].SetActive(true); car[2].SetActive(false); car[3].SetActive(false); car[4].SetActive(false); } else if (overallProgress >= 50 && overallProgress < 75 && carLevel == 1) { carLevel = 2; blackSmoke.SetActive(true); whiteSmoke.SetActive(false); car[0].SetActive(false); car[1].SetActive(false); car[2].SetActive(true); car[3].SetActive(false); car[4].SetActive(false); } else if (overallProgress >= 75 && overallProgress < 100 && carLevel == 2) { carLevel = 3; blackSmoke.SetActive(false); whiteSmoke.SetActive(true); car[0].SetActive(false); car[1].SetActive(false); car[2].SetActive(false); car[3].SetActive(true); car[4].SetActive(false); } else if (overallProgress >= 100 && carLevel == 3) { carLevel = 4; blackSmoke.SetActive(false); whiteSmoke.SetActive(false); car[0].SetActive(false); car[1].SetActive(false); car[2].SetActive(false); car[3].SetActive(false); car[4].SetActive(true); } }
void Update() { if (Input.GetKeyUp(KeyCode.Keypad1) && canRoll) { if (rList.Count > 0) { rollTimer = 0; rollTimerPBP.SetValue(rollTimer, 100); rollForButton = Random.Range(1, 6); while (!rList.Contains(rollForButton)) { rollForButton = Random.Range(1, 6); } RollForButton(rollForButton); canRoll = false; } } if (Input.GetKeyUp(KeyCode.Keypad2) && canLock) { if (rList.Count > 0) { lockTimer = 0; lockTimerPBP.SetValue(lockTimer, 800); StartCoroutine(WaitForKeyDown(KeyCode.W)); StartCoroutine(WaitForKeyDown(KeyCode.A)); StartCoroutine(WaitForKeyDown(KeyCode.S)); StartCoroutine(WaitForKeyDown(KeyCode.D)); StartCoroutine(WaitForKeyDown(KeyCode.Space)); canLock = false; } } //main timer for reset if (mainTimer >= 1) { mainTimer--; mainTimerPBP.SetValue(mainTimer, 4000); } else if (mainTimer <= 0) { mainTimer = 4000; ResetSchematic(); } //roll timer if (canRoll == false) { if (rollTimer < 100) { rollTimer++; rollTimerPBP.SetValue(rollTimer, 100); } else { canRoll = true; } } //lock timer if (canLock == false) { if (lockTimer < 800) { lockTimer++; lockTimerPBP.SetValue(lockTimer, 800); } else { canLock = true; } } }