void LoadCreatureObjectColliders(SplicedCreature creature) { if (creatureObjectSetup != null) { LoadColliderData(body.GetComponent <CapsuleCollider> (), creature.body.bodyCol); LoadColliderData(head.GetComponent <CapsuleCollider> (), creature.head.headCol); LoadColliderData(frontLegsR.GetComponent <CapsuleCollider> (), creature.frontLegs.frontLegsRCol); LoadColliderData(frontLegsL.GetComponent <CapsuleCollider> (), creature.frontLegs.frontLegsLCol); LoadColliderData(backLegsR.GetComponent <CapsuleCollider> (), creature.backLegs.backLegsRCol); LoadColliderData(backLegsL.GetComponent <CapsuleCollider> (), creature.backLegs.backLegsLCol); } }
public void SetCreature(SplicedCreature splicedCreature) { oldCreature = splicedCreature; head.sprite = splicedCreature.head.head; jaw.sprite = splicedCreature.jaw.jaw; body.sprite = splicedCreature.body.body; tail.sprite = splicedCreature.tail.tail; frontLegsR.sprite = splicedCreature.frontLegs.frontLegsR; frontLegsL.sprite = splicedCreature.frontLegs.frontLegsL; backLegsR.sprite = splicedCreature.backLegs.backLegsR; backLegsL.sprite = splicedCreature.backLegs.backLegsL; creatureObjectSetup = splicedCreature.body; LoadCreatureObjectPivots(); LoadCreatureObjectColliders(splicedCreature); jaw.transform.localPosition = splicedCreature.head.jawPivot; body.transform.localScale = new Vector3(splicedCreature.body.uniformScale, splicedCreature.body.uniformScale, splicedCreature.body.uniformScale); creatureDamage = splicedCreature.head.damage + splicedCreature.jaw.damage + splicedCreature.body.damage + splicedCreature.tail.damage + splicedCreature.frontLegs.damage + splicedCreature.frontLegs.damage + splicedCreature.backLegs.damage + splicedCreature.backLegs.damage + splicedCreature.body.damage; creatureHealth = splicedCreature.head.health + splicedCreature.jaw.health + splicedCreature.body.health + splicedCreature.tail.health + splicedCreature.frontLegs.health + splicedCreature.frontLegs.health + splicedCreature.backLegs.health + splicedCreature.backLegs.health + splicedCreature.body.health; maxCreatureHealth = creatureHealth; healthBar.fillAmount = creatureHealth / maxCreatureHealth; }