Esempio n. 1
0
        // hudEnergyBar.CalculateMode calculateMode;
        // float healthP;
        // Start is called before the first frame update
        void Start()
        {
            bossIni   = false;
            alpha     = 1f;
            fader     = 0f;
            curEnergy = 0f;
            maxEnergy = 0f;
            visible   = false;
            //hudColors = new hudColors(true);
            //EnergyBarColors = hudColors.getVisorEnergyBarColors();
            root         = gameObject.transform.Find("bossHud").gameObject;
            bossBar      = root.transform.Find("BossHealth/BossBar").gameObject.GetComponent <hudEnergyBar>();
            textBoss     = root.transform.Find("BossFrame/bossName").gameObject.GetComponent <Text>();
            textBossSub  = textBoss.transform.GetChild(0).GetComponent <Text>();
            rootChildren = new List <GameObject>();
            foreach (Transform child in root.transform.GetComponentsInChildren <Transform>(true))
            {
                if (child != root.transform)
                {
                    rootChildren.Add(child.gameObject);
                    //Debug.Log(child.name);
                }
            }
            bossBar.SetTesselation(0.2f);
            //calculateMode = hudEnergyBar.CalculateMode.automatic;

            //bossBar.SetFilledDrainSpeed(0f); //test
        }
Esempio n. 2
0
        // Start is called before the first frame update
        void Awake()
        {
            ini = false;
            string path = "combatHud/Envirorment";

            damagePulse        = 0f;
            damagePulseTimer   = 0f;
            arrowTimer         = 0f;
            warningColorLerp   = 0f;
            warningLerpAlpha   = 0f;
            threatStatus       = ThreatStatus.Normal;
            visible            = true;
            iconTranslateRange = 342.5f;
            hudColors          = new hudColors(true);

            //lhudTimer = new hudTimer();

            threatStuff = gameObject.transform.Find(path).gameObject;
            threatIcon  = new List <GameObject>();
            foreach (Transform transform in threatStuff.transform.Find("EnIcon").GetComponentsInChildren <Transform>())
            {
                threatIcon.Add(transform.gameObject);
                //Debug.Log(transform.gameObject + "[" + threatIcon.Count + "]");
            }
            arrowDown     = threatStuff.transform.Find("EnIcon/EnarrowDown").gameObject.GetComponent <Image>();
            arrowUp       = threatStuff.transform.Find("EnIcon/EnarrowUp").gameObject.GetComponent <Image>();
            threatWarning = threatStuff.transform.Find("EnIcon/warningText").gameObject.GetComponent <Text>();
            threatBar     = threatStuff.transform.Find("EnBarBack/EnBar").gameObject.GetComponent <hudEnergyBar>();
            //threatBar.initBars(threatBar.gameObject.GetComponent<Image>(), threatBar.gameObject.transform.parent.Find("EnBarShadow").gameObject.GetComponent<Image>());
            //Debug.Log(threatBar);
            hasArrows = arrowUp != null && arrowDown != null;

            threatIcon[0].GetComponent <Image>().color = hudColors.threatIconColor;
            threatIconTrans = threatIcon[0].transform;

            threatBar.SetFilledColor(hudColors.threatBarFilled);
            //Debug.Log(threatBar.GetFilledColor());
            threatBar.SetShadowColor(hudColors.threatBarShadow);
            //Debug.Log(threatBar.GetShadowColor());
            threatBar.SetEmptyColor(hudColors.threatBarEmpty);
            //Debug.Log(threatBar.GetEmptyColor());
            threatBar.SetTesselation(1f);
            threatBar.SetMaxEnergy(100f);
            threatBar.SetFilledDrainSpeed(9999f);
            threatBar.SetShadowDrainSpeed(9999f);
            threatBar.SetShadowDrainDelay(0f);
            threatBar.SetIsAlwaysResetTimer(false);

            if (threatWarning)
            {
                threatWarning.color = hudColors.threatWarningFont;
                threatWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.threatWarningOutline;
            }

            //localMat = new Material(threatWarning.material);
            //threatWarning.material = localMat;
            debugIniMaxEnergy = threatBar.GetMaxEnergy();
            ini = true;
        }
Esempio n. 3
0
        //Material localMat;
        // Start is called before the first frame update
        void Awake()
        {
            rendertimings         = 0;
            arrowTimer            = 0f;
            missileWarningAlpha   = 0f;
            latestStatus          = invStatus.Normal;
            missileWarningPulse   = 0f;
            missileIconAltDeplete = 0f;
            missileIconIncrement  = 0f;
            visible            = true;
            IconTranslateRange = 342.5f;
            hudColors          = new hudColors(true);
            string path = "combatHud/Missiles";

            //hudType = HudType;
            //missileCapacity = MissileCapacity;
            //numMissiles = NumMissiles;
            //missilesActive = MissilesActive;
            missileIcon         = gameObject.transform.Find(path + "/MIcon").gameObject.GetComponent <Image>();
            missileDigits       = gameObject.transform.Find(path + "/MIcon/count").gameObject.GetComponent <Text>();
            missileBar          = gameObject.transform.Find(path + "/MBarBack/MBar").gameObject.GetComponent <hudEnergyBar>();
            missileWarning      = gameObject.transform.Find(path + "/MIcon/depleted").gameObject.GetComponent <Text>();
            arrowUp             = gameObject.transform.Find(path + "/MIcon/arrowUp").gameObject.GetComponent <Image>();
            arrowDown           = gameObject.transform.Find(path + "/MIcon/arrowDown").gameObject.GetComponent <Image>();
            hasArrows           = arrowUp && arrowDown;
            iconTransform       = missileIcon.transform;
            missileDigits.color = hudColors.missileDigitsFont;
            missileDigits.gameObject.GetComponent <Outline>().effectColor = hudColors.missileDigitsOutline;
            missileIcon.color = hudColors.missileIconColorInactive;
            missileBar.SetEmptyColor(hudColors.missileBarEmpty);
            missileBar.SetFilledColor(hudColors.missileBarFilled);
            missileBar.SetShadowColor(hudColors.missileBarShadow);
            missileBar.SetTesselation(1f);
            missileBar.SetMaxEnergy(5f);
            missileBar.SetFilledDrainSpeed(99f);
            missileBar.SetShadowDrainSpeed(20f);
            missileBar.SetShadowDrainDelay(0.7f);
            missileBar.SetIsAlwaysResetTimer(true);
            rIconLerp = 1f;
            missIni   = false;
            if (missileWarning)
            {
                missileWarning.color = hudColors.missileWarningFont;
                missileWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.missileWarningOutline;
            }
            //localMat = new Material(missileDigits.material);
            //missileDigits.material = localMat;
            latestStatus = GetInvStatus();
        }
Esempio n. 4
0
        void updateItems(hudTypes hud)
        {
            if (hud == hudTypes.combat)
            {
                //string path = "combatHud";

                //cEnergyDigits = gameObject.transform.Find(path + "/EnergyBar/healthDigits").gameObject.GetComponent<Text>();
                //List<Transform> tempList = new List<Transform>();
                //tempList.AddRange(gameObject.transform.Find(path).GetComponentsInChildren<Transform>());
                //foreach (Transform item in tempList)
                //{
                //    if (item.name.StartsWith("EnergyTankBack"))
                //    {
                //        cEmptyTanks.Add(item.gameObject.GetComponent<Image>());
                //    }
                //    else if (item.name.StartsWith("EnergyTank") && !item.name.Contains("Back"))
                //    {
                //        cFilledTanks.Add(item.gameObject.GetComponent<Image>());
                //    }
                //}
                //cEnergyWarning = gameObject.transform.Find(path + "/EnergyBar/EnergyWarning").gameObject.GetComponent<Text>();
                //cEnergyBar = gameObject.transform.Find("combatVisor/basewidget_energystuff/energybart01_energybar/HealthBack/HealthBar").gameObject.GetComponent<hudEnergyBar>();
                cEnergyDigits  = combatEnergyDigits;
                cEmptyTanks    = combatEmptyTanks;
                cFilledTanks   = combatFilledTanks;
                cEnergyWarning = combatEnergyWarning;
                cEnergyBar     = combatEnergyBar;
            }
            else
            {
                //string path = "ballHUD";

                //cEnergyDigits = gameObject.transform.Find(path + "/Text/healthText").gameObject.GetComponent<Text>();
                //List<Transform> tempList = new List<Transform>();
                //tempList.AddRange(gameObject.transform.Find(path + "/EnergyTanks").GetComponentsInChildren<Transform>());
                //foreach (Transform item in tempList)
                //{
                //    if (item.name.StartsWith("empty"))
                //    {
                //        cEmptyTanks.Add(item.gameObject.GetComponent<Image>());
                //    }
                //    else if (item.name.StartsWith("fill") && !item.name.Contains("empty"))
                //    {
                //        cFilledTanks.Add(item.gameObject.GetComponent<Image>());
                //    }
                //}
                //cEnergyWarning = gameObject.transform.Find(path + "/Text/EnergyWarning").gameObject.GetComponent<Text>();
                //cEnergyBar = gameObject.transform.Find(path + "/healthBar/background/healthBar").gameObject.GetComponent<hudEnergyBar>();
                cEnergyDigits  = ballEnergyDigits;
                cEnergyBar     = ballEnergyBar;
                cEmptyTanks    = ballEmptyTanks;
                cFilledTanks   = ballFilledTanks;
                cEnergyWarning = ballEnergyWarning;
            }
            if (hud == hudTypes.combat)
            {
                cHudColors  = combatHudColors;
                cInitColors = combatInitColors;
                cBarColors  = combatBarColors;
            }
            else
            {
                cHudColors  = ballHudColors;
                cInitColors = ballInitColors;
                cBarColors  = ballBarColors;
            }
        }