// Update is called once per frame new void LateUpdate() { base.LateUpdate(); if (_myCommandCenter == null) { return; } float _healthPercentageDec; _healthPercentageDec = _myCommandCenter.GetHealthPercentage(); healthPercentage = _healthPercentageDec * 100; healthAsInt = (int)healthPercentage; if (_lastFrameHealthPertentage != healthAsInt) { _startedTiming = false; _startFadeTime = 0.0f; myWindow.SetWindowAlpha(1.0f); _faded = false; } if (_lastFrameHealthPertentage == healthAsInt) { // start the fade out if (!_startedTiming && !_faded) { _startFadeTime = Time.time; _startedTiming = true; _TimeSinceStart = 0.0f; } _curTimeDelta = Time.deltaTime; if (_startedTiming && !_faded) { _TimeSinceStart += _curTimeDelta; if (_TimeSinceStart > 3) { _startedTiming = false; _startFadeTime = 0.0f; _TimeSinceStart = 0.0f; _faded = true; myWindow.SetWindowAlpha(0.0f); } else { myWindow.SetWindowAlpha(myWindow.GetWindowAlpha() - (0.2f * _curTimeDelta)); } } } if (CCLabel != null) { CCLabel.text = "" + healthAsInt + "%"; } //CCHealthBeatSprite.transform.localScale = new Vector3(_healthPercentageDec * CCHealthBeatMaxWidth, CCHealthBeatSprite.transform.localScale.y, CCHealthBeatSprite.transform.localScale.z); CCBG.fillAmount = _healthPercentageDec; _lastFrameHealthPertentage = healthAsInt; if (!isFullyInit) // || _enemy == null){ { Init(); return; } }
public override void OnActivate() { //Prepare the grid. if (!prepredPhaseGrid) { PreparePhaseGrid(); } if (presented) { //Toggle back on the game over window. PhasesCountWindow.ToggleWindowOn(); BG.ToggleWindowOn(); ActivityManager.Instance.ToggleHud(false); return; } //Fill up the list. int index = 0; foreach (BasePhase.PhaseData phase in GameObjectTracker.instance._PlayerData.Breathless.PhaseList) { _resultList[index].PhaseData = phase; index++; } GameOverWindow.SetWindowAlpha(1.0f); //Set the information GameOverWindow.ToggleWindowOn(); //Reset the game over window animations for bring in. GOAlpha.Reset(); GOAlpha.Play(true); GOPosition.Reset(); GOPosition.Play(true); GOBringIN.Reset(); GOBringIN.Play(true); //Set the timer to game over duration upon activate. ResetTimer(GameOverDuration); curState = state.GameOver; //Grab the games statistics. By now the game stats should be of a completed game. Statistics gameStats = GameObjectTracker.instance.RunStatistics; if (gameStats == null) { return; } //Set the score. ScoreLabel.text = string.Format("{0:#,#,#}", gameStats.Score); //Set the time. //TimeLabel.text = FormatSeconds(gameStats.TimeAmount); //Set the bonus amount BonusLabel.text = "N/A"; //Set the coins collected. //MoneyLabel.text = string.Format("{0:C}",gameStats.Money); //MoneyLabel.text = gameStats.Money.ToString(); //Set the PPS label //PPSLabel.text = gameStats.PPS.ToString() + " PPS"; PPSText = string.Format("{0:#,#,#} PPS", gameStats.PPS); ScoreText = string.Format("{0:#,#,#}", gameStats.Score); CoinsText = string.Format("{0:C}", gameStats.Money); PPSLabel.text = ScoreText; viewPPS = false; MoneyLabel.text = CoinsText; //Set the animal. //Grab player data. BaseItemCard card = GameObjectTracker.instance._PlayerData.FindCardByCannonType(gameStats.CompletionCannon); //Check if its a valid card theng grab the icon name. if (card == null || gameStats.CompletionCannon == EntityFactory.CannonTypes.NULL || gameStats.CompletionCannon == EntityFactory.CannonTypes.Empty) { Animal.spriteName = "phaseunknown"; return; } Animal.spriteName = card.DisplayInfo.IconName; }