// Weapon color is determined by the current weapon of the player. // Initialize this worldspace canvas as an enemy worldspace canvas. public void InitializeAsEnemyCanvas(Character e) { // Hide ammo Text. ammoText.DOFade(0f, 0f); // Show enemy HP bar. EnemyHPBarPanel.GetComponent <CanvasGroup>().DOFade(1f, 0.3f); // Set colors of enemy HP bar. WSCEnemyHPIcon.DOColor(EnemyHPColor, 0f); WSCEnemyHPBar.DOColor(EnemyHPColor, 0f); // Hide player bars. PlayerHPBarPanel.GetComponent <CanvasGroup>().DOFade(0f, 0.3f); PlayerAmmoBarPanel.GetComponent <CanvasGroup>().DOFade(0f, 0.3f); UpdateAsEnemyCanvas(e); }
// Update this worldspace canvas as an enemy canvas. public void UpdateAsEnemyCanvas(Character e) { // Update enemy HP. WSCEnemyHPBar.DOFillAmount(e.Health / e.MaxHealth, 0.3f); }