public void Setup() //performs the same actions as MonoBehaviour's Start() function { playerHealthManager = FindObjectOfType <PlayerHealthManager>(); hurtEnemy = FindObjectOfType <HurtEnemy>(); maxHealth = playerHealthManager.GetMaxHealth(); }
void Update() { if (characterSelector.GetCharacterActive()) //checks if the character is active { playerHealthManager = characterSelector.GetCharacterObject().GetComponent <PlayerHealthManager>(); //get the instantiated (or active) player's PlayerHealthManager script maxHealth = playerHealthManager.GetMaxHealth(); //sets a variable to teh value of the character's max health currentHealth = playerHealthManager.GetCurrentHealth(); //sets a variable to teh value of the character's max health healthBar.maxValue = maxHealth; healthBar.value = currentHealth; //healthText.text = "HP: " + ((currentHealth / maxHealth) * 100).ToString() + "%"; //sets the health text to the player's current health as a percentage healthText.text = "HP: " + (currentHealth.ToString() + " / " + maxHealth.ToString()); //sets the health text to the player's current health over max health //changed to avoid decimal percentages (since the Warrior and Archer's health isn't 100) } }
void Update() { characterSelector = FindObjectOfType <CharacterSelector>(); audioManager = FindObjectOfType <AudioManager>(); try //hastily done because a non-gamebreaking error was being thrown once the player is killed { if (characterSelector.GetCharacterActive()) //checks if the character is active { playerHealthManager = characterSelector.GetCharacterObject().GetComponent <PlayerHealthManager>(); //gets the current player instance's health manager maxHealth = playerHealthManager.GetMaxHealth(); currentHealth = playerHealthManager.GetCurrentHealth(); } } catch { //pass } }