void Start(){ this.character = GameObject.FindGameObjectWithTag ("Player"); this.cs = this.character.GetComponent<CharacterScript_lvl2> (); inventory = GameObject.FindGameObjectWithTag ("Inventory").GetComponent<InventoryScript_lvl2> (); }
// Use this for initialization void Start () { this.character = GameObject.FindGameObjectWithTag ("Player"); this.cs = this.character.GetComponent<CharacterScript_lvl2> (); // ADD TEXTURES this.actionBarTexture = Resources.Load<Texture2D>("ActionBar/actionbar_v4"); this.fireballTexture = Resources.Load<Texture2D>("ActionBar/skill_fireball"); this.reloadFireballTexture = Resources.Load<Texture2D>("ActionBar/reload_fireball"); this.PowerKnifeTexture = Resources.Load<Texture2D>("ActionBar/skill_powerKnife"); this.reloadPowerKnifeTexture = Resources.Load<Texture2D>("ActionBar/reload_powerKnife"); this.DarkAuraTexture = Resources.Load<Texture2D>("ActionBar/skill_aura"); this.reloadDarkAuraTexture = Resources.Load<Texture2D>("ActionBar/reload_aura"); this.attackIconTexture = Resources.Load<Texture2D>("ActionBar/icon_attack_v2"); this.runIconTexture = Resources.Load<Texture2D>("ActionBar/icon_run"); this.potionIconTexture = Resources.Load<Texture2D>("ActionBar/icon_potion_v2"); this.inventoryIconTexture = Resources.Load<Texture2D>("ActionBar/icon_inventory_v2"); //Debug.Log (this.actionBarTexture.name); inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent<InventoryScript_lvl2> (); //this.cs = GameObject.FindGameObjectWithTag ("Player").GetComponent<CharacterScript> (); this.text_style = new GUIStyle (); this.text_style.normal.textColor = Color.red; this.text_style.fontSize = 15; this.text_style.alignment = TextAnchor.UpperCenter ; this.text_style.wordWrap = true; }
void Start(){ this.character = GameObject.FindGameObjectWithTag ("Player"); cs = this.character.GetComponent<CharacterScript_lvl2> (); weaponTransform = weapon.transform; shieldTransform = shield.transform; }
// Use this for initialization void Start () { // this.fireball = Resources.Load<GameObject>("Prefabs/Character_Skills/Fireball_Skill"); this.warrior_aura = Resources.Load<GameObject>("Prefabs/Character_Skills/Warrior_Aura1"); this.dagger_shot = Resources.Load<GameObject>("Prefabs/Character_Skills/Daga_skill/Daga_skill"); this.player = GameObject.FindGameObjectWithTag("Player"); this.cs = this.player.GetComponent<CharacterScript_lvl2> (); this.cm = this.player.GetComponent<ClickToMove_lvl2> (); actual_time = Time.time; }
// Use this for initialization void Start () { this.character = GameObject.FindGameObjectWithTag ("Player"); this.cs = this.character.GetComponent<CharacterScript_lvl2> (); this.max_health = this.cs.getMaxHealth (); this.max_magic = this.cs.getMaxMagic (); // Resize the health and magic bar with the actual values this.resize_health = this.scale * Mathf.Pow(this.cs.getHealth() / this.cs.getMaxHealth (), -1); this.resize_magic = this.scale * Mathf.Pow(this.cs.getMagic() / this.cs.getMaxMagic (), -1); // Set the news actual max life and magic this.cs.setMaxHealth (); this.cs.setMaxMagic (); //this.max_health = this.bar_health; //this.max_magic = this.bar_magic; // ADD TEXTURES this.AvatarTexture = Resources.Load<Texture2D>("HealthBar/avatar_" + PlayerPrefs.GetString("Player")); this.HealthTexture = Resources.Load<Texture2D>("HealthBar/health"); this.HealthBarTexture = Resources.Load<Texture2D>("HealthBar/bar_health"); this.DamageBarTexture = Resources.Load<Texture2D>("HealthBar/damage_health"); this.MagicTexture = Resources.Load<Texture2D>("HealthBar/magic"); this.MagicBarTexture = Resources.Load<Texture2D>("HealthBar/bar_magic"); this.DecotrationTextureUp = Resources.Load<Texture2D>("HealthBar/decoracion_up"); this.DecotrationTextureDown = Resources.Load<Texture2D>("HealthBar/decoracion_down"); // ADD MATERIALS this.HealthBarMaterial = Resources.Load<Material>("HealthBar/Materials/bar_health"); this.DamageBarMaterial = Resources.Load<Material>("HealthBar/Materials/damage_health"); this.MagicBarMaterial = Resources.Load<Material>("HealthBar/Materials/bar_magic"); this.health = 0f; this.HealthBarMaterial.SetFloat("_Cutoff", this.health); this.damage = 0f; this.DamageBarMaterial.SetFloat("_Cutoff", this.damage); this.magic = 0f; this.MagicBarMaterial.SetFloat("_Cutoff", this.magic); }