public override void OnInspectorGUI() { serializedObject.Update(); HealthBarComponent ct = (HealthBarComponent)target; //General EditorGUILayout.PropertyField(propImage, new GUIContent("Image", "The UnityEngine.UI.Image component used for drawing the health bar. Assigned automatically if one is found.")); EditorGUILayout.PropertyField(propCurrentHealth, new GUIContent("Current Health", "The current Health to display.")); EditorGUILayout.PropertyField(propTotalHealth, new GUIContent("Total Health", "The total Health of the Health Bar, used for determining health and tick distribution.")); EditorGUILayout.PropertyField(propHealthColor, new GUIContent("Health Color", "The Color of the Current Health portion of the Health Bar.")); EditorGUILayout.PropertyField(propDamageColor, new GUIContent("Damage Color", "The Color of the Damaged Health portion of the Health Bar.")); //Tick EditorGUILayout.PropertyField(propTickEnabled, new GUIContent("Health Tick Enabled", "Whether or not to draw small health ticks")); if (propTickEnabled.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(propHealthPerTick, new GUIContent("Health Per Tick", "How much Health should be contained within a \"tick\".")); EditorGUILayout.PropertyField(propTickWidth, new GUIContent("Tick Width", "How wide a Tick should be drawn in units, will be consistent regardless of Health Bar size.")); EditorGUILayout.PropertyField(propTickHeightPercent, new GUIContent("Tick Height %", "How much of the height of the health bar the tick should cover from the top to the bottom.")); EditorGUILayout.PropertyField(propTickColor, new GUIContent("Tick Color", "The Color of the Tick lines in the Health Bar.")); EditorGUI.indentLevel--; } //Big Tick EditorGUILayout.PropertyField(propBigTickEnabled, new GUIContent("Health Big Tick Enabled", "Whether or not to draw big health ticks")); if (propBigTickEnabled.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(propHealthPerBigTick, new GUIContent("Health Per Tick", "How much Health should be contained within a \"tick\".")); EditorGUILayout.PropertyField(propBigTickWidth, new GUIContent("Tick Width", "How wide a Tick should be drawn in units, will be consistent regardless of Health Bar size.")); EditorGUILayout.PropertyField(propBigTickHeightPercent, new GUIContent("Tick Height %", "How much of the height of the health bar the tick should cover from the top to the bottom.")); EditorGUILayout.PropertyField(propBigTickColor, new GUIContent("Tick Color", "The Color of the Tick lines in the Health Bar.")); EditorGUI.indentLevel--; } //Border EditorGUILayout.PropertyField(propBorderEnabled, new GUIContent("Border Enabled", "Whether or not to draw an inset border on the health bar.")); if (propBorderEnabled.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(propBorderWidth, new GUIContent("Border Width", "How wide an edge of the border should be in units, will be consistent regardless of Health Bar size.")); EditorGUILayout.PropertyField(propBorderColor, new GUIContent("Border Color", "The Color of the Border in the Health Bar.")); EditorGUI.indentLevel--; } //EditorGUILayout.PropertyField(prop, new GUIContent("", "")); serializedObject.ApplyModifiedProperties(); }
public void Init(BaseObject obj) { TARGET = obj; if (TARGET == null) { TARGET = GetComponent <UIAnchor>().objectToFollow.GetComponent <BaseObject>(); } TARGET.PlugHealthBar(this); //health bar cant be child of moving shit HealthBar = GetComponentInChildren <Canvas>().GetComponentInChildren <Fizzik.HealthBarComponent>(); hpbar.currentHealth = (int)TARGET.GetHP(); hpbar.totalHealth = (int)TARGET.GetMAX_HP(); hpbar.GetComponent <Image>().material = HealthBarMaterial; isInit = true; }
// Cache a reference to our parent canvas, so we don't repeatedly search for it. void Start() { if (objectToFollow == null) { objectToFollow = transform.parent; } Fizzik.HealthBarComponent hpBar = GetComponentInChildren <Fizzik.HealthBarComponent>(); BaseObject obj = objectToFollow.GetComponent <BaseObject>(); if (obj.m_team == TEAM.RED) { hpBar.healthColor = Color.red; } else { hpBar.healthColor = Color.cyan; } if (obj.m_type == TYPE.CHAMPION) { } _myCanvas = GetComponentInChildren <Canvas>().GetComponent <RectTransform>(); }