public void SetImage(EnergyBars energyBar, EnergyBarTypes energyBarType) { // assign sprite image (type) to the mask's child to switch between different colored bars energyBarsStructs[(int)energyBar].mask. gameObject.transform.GetChild(0).GetComponent <Image>().sprite = energySprites[(int)energyBarType]; }
public void SetValue(EnergyBars energyBar, float value) { // adjust the height of the mask to "hide" lost energy bars energyBarsStructs[(int)energyBar].mask.rectTransform.SetSizeWithCurrentAnchors( RectTransform.Axis.Vertical, energyBarsStructs[(int)energyBar].size * value); }
private void Awake() { soundManager = GetComponent <SoundManager>(); energyBars = GameObject.FindGameObjectWithTag("EnergyBars").GetComponent <EnergyBars>(); backgroundRenderer = GameObject.FindGameObjectWithTag("TimeColorFilter").GetComponent <ColorChanger>(); }
public void SetVisibility(EnergyBars energyBar, bool visible) { // set energy bar visibility through canvas group's alpha energyBarsStructs[(int)energyBar].mask. gameObject.transform.parent.GetComponent <CanvasGroup>().alpha = visible ? 1f : 0f; }