internal void Start() { if (DisplayHealth) { m_display = Instantiate(UIList.Instance.HealthBarPrefab, this.transform).GetComponent <HealthDisplay>(); m_display.SetMaxHealth(MaxHealth); } }
internal void Start() { if (DisplayHealth) { if (GetComponent <BasicMovement>() != null && GetComponent <BasicMovement> ().IsCurrentPlayer) { UIBarInfo ubi = new UIBarInfo(); ubi.FillColor = Color.red; ubi.UILabel = "Health"; ubi.funcUpdate = UpdateHealthValues; ubi.target = gameObject; FindObjectOfType <GUIHandler>().AddUIBar(ubi); } else { m_display = Instantiate(UIList.Instance.HealthBarPrefab, this.transform).GetComponent <HealthDisplay>(); m_display.SetMaxHealth(MaxHealth); } } }
public override void OnAddProperty() { if (GetComponent <BasicMovement>() != null && GetComponent <BasicMovement> ().IsCurrentPlayer) { UIBarInfo ubi = new UIBarInfo(); ubi.FillColor = new Color(0.2f, 0.2f, 0f); ubi.UILabel = "Sentiment"; ubi.funcUpdate = UpdateSentiment; ubi.target = gameObject; ubi.DisplayMode = UIBarDisplayMode.BASE; ubi.useScale = false; FindObjectOfType <GUIHandler>().AddUIBar(ubi); Debug.Log("Adding a GUI bar"); } m_display = Instantiate(UIList.Instance.HealthBarPrefab, this.transform).GetComponent <HealthDisplay>(); m_display.SetMaxHealth(ActivateThreashold); m_display.DisplayAsFraction = true; m_display.ValueLabel = "SNT"; Debug.Log("Adding for: " + gameObject); }