public CombatDebugOverlay(Actor self) { healthInfo = self.Info.TraitInfoOrDefault <HealthInfo>(); coords = Exts.Lazy(self.Trait <BodyOrientation>); debugVis = self.World.WorldActor.TraitOrDefault <DebugVisualizations>(); }
public Health(ActorInitializer init, HealthInfo info) { Info = info; MaxHP = info.HP > 0 ? info.HP : 1; hp = init.Contains <HealthInit>() ? init.Get <HealthInit, int>() * MaxHP / 100 : MaxHP; DisplayHP = hp; }
public CombatDebugOverlay(Actor self) { healthInfo = self.Info.TraitInfoOrDefault <HealthInfo>(); coords = Exts.Lazy(self.Trait <BodyOrientation>); var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null?localPlayer.PlayerActor.Trait <DeveloperMode>() : null; }
public Health(ActorInitializer init, HealthInfo info) { Info = info; MaxHP = info.HP > 0 ? info.HP : 1; // Cast to long to avoid overflow when multiplying by the health hp = init.Contains <HealthInit>() ? (int)(init.Get <HealthInit, int>() * (long)MaxHP / 100) : MaxHP; DisplayHP = hp; }
public CombatDebugOverlay(Actor self) { healthInfo = self.Info.TraitInfoOrDefault <HealthInfo>(); blockInfo = self.Info.TraitInfoOrDefault <BlocksProjectilesInfo>(); attack = Exts.Lazy(() => self.TraitOrDefault <AttackBase>()); coords = Exts.Lazy(() => self.Trait <BodyOrientation>()); var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null?localPlayer.PlayerActor.Trait <DeveloperMode>() : null; }
public Health(ActorInitializer init, HealthInfo info) { Info = info; MaxHP = hp = info.HP > 0 ? info.HP : 1; // Cast to long to avoid overflow when multiplying by the health var healthInit = init.GetOrDefault <HealthInit>(); if (healthInit != null) { hp = (int)(healthInit.Value * (long)MaxHP / 100); } DisplayHP = hp; }