// void StartAttack(Actions.Attack action) { // isAttacking = true; // SendMessage ("OnAttackStart", SendMessageOptions.DontRequireReceiver); // } // // void Attack(Actions.Attack action) { // if (action.target != null) { // currentTarget = action.target; // } // } // // void StopAttack(Actions.Attack action) { // isAttacking = false; // SendMessage ("OnAttackStop", SendMessageOptions.DontRequireReceiver); // } #endregion void GetStatsData(StatsMenuData statsMenuData) { statsMenuData.AttackRadius = AttackRadius; // get damage from attacker's bullet var bullet = BulletPrefab != null?BulletPrefab.GetComponent <Bullet>() : null; if (bullet != null) { statsMenuData.DamageMax = bullet.DamageMax; statsMenuData.DamageMin = bullet.DamageMin; } }
public void OpenMenu() { var menuData = new StatsMenuData(); SendMessage("GetStatsData", menuData); var menu = (GameObject)Instantiate(StatsMenuPrefab, transform.position, Quaternion.identity); SetText(menu, "AttackText", FormatFloat(menuData.DamageMin) + " - " + FormatFloat(menuData.DamageMax)); SetText(menu, "HealthText", FormatFloat(menuData.Health) + " / " + FormatFloat(menuData.MaxHealth)); SetText(menu, "RangeText", FormatFloat(menuData.AttackRadius)); SetText(menu, "SpeedText", FormatFloat(menuData.Speed)); }
void GetStatsData(StatsMenuData statsMenuData) { statsMenuData.Speed = Speed; }
void GetStatsData(StatsMenuData statsMenuData) { statsMenuData.MaxHealth = MaxHealth; statsMenuData.Health = Health; }