public void SetHeartsHealthSystem(HeartLogic h) { this.HSystem = h; HSystemStatic = h; List <HeartLogic.Heart> heartList = HSystem.getHeartList(); int row = 0, col = 0; int colMax = 5; float rowColsize = 65f; foreach (HeartLogic.Heart heart in heartList) { Vector2 heartAnchoredPosition = new Vector2(col * rowColsize, -row * rowColsize); CreateHeartImage(heartAnchoredPosition).setHeartFragment(heart.getFragmentAmount()); col++; if (col >= colMax) { row++; col = 0; } } HSystem.OnDamaged += HeartLogic_OnDamaded; HSystem.OnHealed += HeartLogic_OnHealed; HSystem.OnDead += HeartLogic_OnDead; }
private void Start() { FunctionPeriodic.Create(HealingAnimatedPeriodic, .05f); if (GameManager.instance) { total = GameManager.instance.saveData.playerData.vitality; HeartLogic HSystem = new HeartLogic(total / 4); HSystem.Damage(total - (GameManager.instance.saveData.playerData.currentVitality)); SetHeartsHealthSystem(HSystem); } else { total = 20; HeartLogic HSystem = new HeartLogic(5); SetHeartsHealthSystem(HSystem); } }