private void Start() { FullHealth.SetActive(false); ThreeFourths.SetActive(false); HalfHealth.SetActive(false); OneFourth.SetActive(false); ZeroHealth.SetActive(false); }
void Update() { // Check for players current health // Players current health is 100% if (PlayerHealth.Value <= 1.0f && PlayerHealth.Value >= 0.76f) { FullHealth.SetActive(true); ThreeFourths.SetActive(false); HalfHealth.SetActive(false); OneFourth.SetActive(false); ZeroHealth.SetActive(false); } // Players health is below 76%, check to see where it falls if (PlayerHealth.Value <= 0.75f) { FullHealth.SetActive(false); HalfHealth.SetActive(false); OneFourth.SetActive(false); ZeroHealth.SetActive(false); ThreeFourths.SetActive(true); if (PlayerHealth.Value <= 0.5f) //Less than 51% health { FullHealth.SetActive(false); ThreeFourths.SetActive(false); OneFourth.SetActive(false); ZeroHealth.SetActive(false); HalfHealth.SetActive(true); if (PlayerHealth.Value <= 0.25f) //Less than 26% health { FullHealth.SetActive(false); ThreeFourths.SetActive(false); HalfHealth.SetActive(false); ZeroHealth.SetActive(false); OneFourth.SetActive(true); if (PlayerHealth.Value <= 0.0f) //Less than 1% health { FullHealth.SetActive(false); ThreeFourths.SetActive(false); HalfHealth.SetActive(false); OneFourth.SetActive(false); ZeroHealth.SetActive(true); } } } } }
// Start is called before the first frame update void Start() { damageTaken = false; currentCount = maxInvinceTime; healthBar.maxValue = maxHealth; healthBar.value = maxHealth; currentHealth = maxHealth; //Player states deadHealthState = this.GetComponent <Dead>(); fullHealthState = this.GetComponent <FullHealth>(); halfHealthState = this.GetComponent <HalfHealth>(); quarterHealthState = this.GetComponent <QuarterHealth>(); currentHealthState = fullHealthState; currentHealthState.ChangeMovementParticle(); gm = FindObjectOfType <GameManager>(); }