private void Awake() { _baseTransform = transform.Find("Base"); if (spriteRenderer != null) { _tintMaterial = spriteRenderer.material; } if (_shieldCollier != null && GetShield() > 0) { _shieldCollier.enabled = true; } if (_collider != null) { _collider.enabled = GetShield() <= 0; } _healthLevel = GameDataController.GetPlayerHealthLevel(); _shieldArmor = GameDataController.GetPlayerShieldArmor(); SetHealthLevel(_healthLevel); SetEquippedShieldArmor(_shieldArmor); }
public void SetEquippedShieldArmor(ShieldArmor shieldArmor) { this._shieldArmor = shieldArmor; switch (shieldArmor) { case ShieldArmor.None: _shield.Value = 0; break; case ShieldArmor.Tier_1: _shield.Value = SHIELD_AMOUNT_PER_SEGMENT; break; case ShieldArmor.Tier_2: _shield.Value = SHIELD_AMOUNT_PER_SEGMENT * 2; break; case ShieldArmor.Tier_3: _shield.Value = SHIELD_AMOUNT_PER_SEGMENT * 3; break; case ShieldArmor.Tier_4: _shield.Value = SHIELD_AMOUNT_PER_SEGMENT * 4; break; } }