// Use this for initialization void Start () { UI_Stats = StatPanel.GetComponent<UI_StatsPanel>(); health = Healthbar.GetComponent<UI_Bar>(); power = PowerBar.GetComponent<UI_Bar>(); ls = gameObject.GetComponent<Leveling_System>(); //max_Blood = ls.currentLevel.Blood; // max_Love = ls.currentLevel.Love; health.BarText = max_Blood.ToString(); power.BarText = max_Love.ToString(); Current_Blood = ls.currentLevel.Blood; Current_Love = ls.currentLevel.Love; UI_Stats.Blood_Text = ls.currentLevel.Blood.ToString(); UI_Stats.Love_Text = ls.currentLevel.Love.ToString(); UI_Stats.Dexterity_Text = ls.currentLevel.Dexterity.ToString(); UI_Stats.Intelligence_Text = ls.currentLevel.Intelligence.ToString(); UI_Stats.Luck_Text = ls.currentLevel.Luck.ToString(); }
private void Start() { playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMovement>(); health = new UI_Bar(healthSlider, maxHealth, playerScript); breathe = new UI_Bar(breatheSlider, maxBreathe, playerScript); ammo = new UI_Bar(ammoSlider, maxAmmo, playerScript); StartCoroutine(RegenUI(breathe)); StartCoroutine(RegenUI(ammo)); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); m_UI_Bar = (target as UI_Bar); float old = m_progress; EditorGUILayout.MinMaxSlider(ref m_progress, ref m_progress, 0, 1); if (old != m_progress) { m_UI_Bar.SetProgress(m_progress); } }
private IEnumerator RegenUI(UI_Bar ui) { while (true) { if (ui.current < ui.max) { yield return(new WaitForSeconds(regenTimer)); ui.Increase(); } else { yield return(null); } } }
// Use this for initialization void Start() { UI_Stats = StatPanel.GetComponent <UI_StatsPanel>(); health = Healthbar.GetComponent <UI_Bar>(); power = PowerBar.GetComponent <UI_Bar>(); ls = gameObject.GetComponent <Leveling_System>(); //max_Blood = ls.currentLevel.Blood; // max_Love = ls.currentLevel.Love; health.BarText = max_Blood.ToString(); power.BarText = max_Love.ToString(); Current_Blood = ls.currentLevel.Blood; Current_Love = ls.currentLevel.Love; UI_Stats.Blood_Text = ls.currentLevel.Blood.ToString(); UI_Stats.Love_Text = ls.currentLevel.Love.ToString(); UI_Stats.Dexterity_Text = ls.currentLevel.Dexterity.ToString(); UI_Stats.Intelligence_Text = ls.currentLevel.Intelligence.ToString(); UI_Stats.Luck_Text = ls.currentLevel.Luck.ToString(); }
//-----------------------------Unity Functions----------------------------- private void Start() { mHealth = MaxHealth; mTimeOfLastShot = Time.time - ReloadDuration; SetDestination(transform.position); foreach (var tintedObj in TintedObjects) { tintedObj.material.color = pColour; } if (Faction == Faction.Enemy) { gameObject.AddComponent <EnemyAI>(); } mHealthBar = (Instantiate(HealthBarPrefab) as GameObject).GetComponent <UI_NodeBar>(); mHealthBar.transform.SetParent(FindObjectOfType <Canvas>().transform); mHealthBar.transform.SetAsFirstSibling(); mReloadBar = (Instantiate(ReloadBarPrefab) as GameObject).GetComponent <UI_Bar>(); mReloadBar.transform.SetParent(FindObjectOfType <Canvas>().transform); mReloadBar.transform.SetAsFirstSibling(); }
private void Start() { health = new UI_Bar(healthSlider, maxHealth); breathe = new UI_Bar(breatheSlider, maxBreathe); ammo = new UI_Bar(ammoSlider, maxAmmo); }