public void Initialize() { if (control == null) control = GetComponent<dfControl>(); s = gameObject.GetComponent<dfProgressBar>(); s.MinValue = 0; bvl = GetComponentInChildren<barValueLabel>(); switch (owner) { case spawnBars.hudOwner.Player: hull = Target.GetComponentInChildren<Hull>(); break; case spawnBars.hudOwner.Enemy: hull = Target.GetComponentInChildren<Hull>(); if (Target.layer == LayerMask.NameToLayer("NonPlayer")) { Target.GetComponent<NPCController>().setBars(transform.parent.gameObject);//Redundant because it is also in Shieldbar script } else Target.GetComponent<EnemyController>().setBars(transform.parent.gameObject);//Redundant because it is also in Shieldbar script break; } if (isGUITarget) { GUIReciever.hull = hull; GUIReciever.GUITarget = this; } if (owner != spawnBars.hudOwner.GUI) { hull.hBar = this; setValue(); } }
public void Initialize () { if (control == null) control = GetComponent<dfControl>(); s = GetComponent<dfProgressBar>(); s.MinValue = 0; bvl = GetComponentInChildren<barValueLabel>(); switch (owner) { case spawnBars.hudOwner.Player: shields = Target.GetComponentInChildren<Shield>(); break; case spawnBars.hudOwner.Enemy: shields = Target.GetComponentInChildren<Shield>(); break; } if (isGUITarget) { GUIReciever.shields = shields; GUIReciever.GUITarget = this; GUIReciever2.shields = shields; GUIReciever2.GUITarget = this; } if (owner != spawnBars.hudOwner.GUI) { shields.sBar = this; setValue(); } }
public void resetValue() { hpm = transform.parent.GetComponent<HPPowerManager>(); b = GetComponent<dfProgressBar>(); b.MaxValue = 5; b.Value = 0; }
public void initialize() { spm = transform.parent.GetComponent<SystemPowerManager>(); b = GetComponent<dfProgressBar>(); b.MaxValue = 5; b.Value = spm.system.PowerAllocation; }
public virtual void Show() { if (showTweensDestination != null) { showTweensDestination.Play(); } else { owner.Show(); } dfProgressBar bar = GetComponent <dfProgressBar>(); if (bar == null) { bar = GetComponentInChildren <dfProgressBar>(); } if (bar == null) { return; } bar.Hide(); bar.Value = 0; }
protected internal override void OnKeyDown(dfKeyEventArgs args) { try { if (this.actAsSlider) { float single = (this.maxValue - this.minValue) * 0.1f; if (args.KeyCode == KeyCode.LeftArrow) { dfProgressBar value = this; value.Value = value.Value - single; args.Use(); } else if (args.KeyCode == KeyCode.RightArrow) { dfProgressBar _dfProgressBar = this; _dfProgressBar.Value = _dfProgressBar.Value + single; args.Use(); } } } finally { base.OnKeyDown(args); } }
IEnumerator coroutineLoading(string levelName, dfProgressBar bar, ISwitchPanelBehaviour switchPanel) { async = Application.LoadLevelAsync(levelName); again: if (async.isDone) { Debug.Log("completed"); if (switchPanel != null) { switchPanel.Switch(); } } else { Debug.Log("LoadNewLevel: async.progress=" + async.progress); if (bar != null) { bar.Value = async.progress; } yield return(new WaitForEndOfFrame()); goto again; } }
public LevelFactory(string levelName, dfProgressBar loadingBar, ISwitchPanelBehaviour panelBehaviour) { _loaders = new List <LevelLoader> { new ReloadCurrent(levelName, loadingBar, panelBehaviour), new LoadNewLevel(levelName, loadingBar, panelBehaviour), }; }
protected override void Start() { base.Start(); hpBar = FindObjectOfType<dfGUIManager>().AddPrefab(HPBarPrefab).GetComponent<dfProgressBar>(); hpBar.Pivot = dfPivotPoint.MiddleCenter; hpBar.ZOrder = 1; }
// Called by Unity just before any of the Update methods is called the first time. void Start() { this._progressBar = GetComponent <dfProgressBar>(); this._progressBar.MaxValue = defender.health; this._progressBar.Value = defender.health; UpdateLabel(); // Obtain a reference to the dfProgressBar instance attached to this object }
public void setValue() { if(s == null) s = gameObject.GetComponent<dfProgressBar>(); s.Value = planet.health; if (bvl == null) { bvl = GetComponentInChildren<barValueLabel>(); } }
public void Initialize(DefendThePlanetObjective dtpo) { planet = dtpo; planet.pbs = this; if (control == null) control = GetComponent<dfControl>(); s = gameObject.GetComponent<dfProgressBar>(); s.MinValue = 0; s.MaxValue = planet.maxHealth; bvl = GetComponentInChildren<barValueLabel>(); setValue(); }
public static ISubscription bind( this IObservable <ValueWithStorage> subject, dfProgressBar control ) { return(withTween(set => subject.subscribe(value => { control.MinValue = 0; // 0 out of 0 yields full progress bar which is not what we want. control.MaxValue = value.value == 0 && value.storage == 0 ? 1 : value.storage; set(Go.to( TF.a(() => control.Value, v => control.Value = v), TWEEN_DURATION, tCfg.floatProp(TF.Prop, value.value) )); }))); }
public void setValue() { if(s == null && gameObject!=null) s = gameObject.GetComponent<dfProgressBar>(); s.MaxValue = hull.MaxHull; s.Value = hull.hull; if (bvl == null) { bvl = GetComponentInChildren<barValueLabel>(); } if(bvl!=null) bvl.setValue( hull.hull,hull.MaxHull); if (isGUITarget) { GUIReciever.setValue(); } }
protected internal override void OnMouseWheel(dfMouseEventArgs args) { try { if (this.actAsSlider) { float single = (this.maxValue - this.minValue) * 0.1f; dfProgressBar value = this; value.Value = value.Value + single * (float)Mathf.RoundToInt(-args.WheelDelta); args.Use(); } } finally { base.OnMouseWheel(args); } }
public void setValue() { if (s == null) s = gameObject.GetComponent<dfProgressBar>(); s.MaxValue = shields.MaxShield; s.Value = shields.Shields; if (bvl == null) { bvl = GetComponentInChildren<barValueLabel>(); } if (bvl != null) bvl.setValue(shields.Shields, shields.MaxShield); if (isGUITarget) { GUIReciever.setValue(); GUIReciever2.setValue(); } }
public int ChangeLifePoints(int delta) { lifePoints += delta; if (healthBar != null) { dfPanel dfp = healthBar.GetComponent <dfPanel> (); dfp.IsVisible = true; dfProgressBar dpb = dfp.GetComponentInChildren <dfProgressBar> (); if (delta < 0) { dfLabel minus = dfp.GetComponentInChildren <dfLabel> (); minus.IsVisible = true; } dpb.Value = lifePoints; } return(lifePoints); }
void OnEnable() { Container = GetComponent<dfPanel>(); if( Container == null ) { this.enabled = false; } NameLabel = Container.Find<dfLabel>( "Name" ); DescriptionLabel = Container.Find<dfLabel>( "Description" ); ProgressLabel = Container.Find<dfLabel>( "ProgressLabel" ); Icon = Container.Find<dfSprite>( "Icon" ); ProgressBar = Container.Find<dfProgressBar>( "ProgressBar" ); Container.BackgroundSprite = "frame-style6"; NameLabel.BackgroundSprite = null; ProgressBar.Opacity = 0.5f; }
// Called by Unity just before any of the Update methods is called the first time. public void Start() { // Obtain a reference to the dfProgressBar instance attached to this object this._progressBar = GetComponent<dfProgressBar>(); game = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>(); }
protected LevelLoader(string levelName, dfProgressBar _loadingBar, ISwitchPanelBehaviour _switchableBehaviour) { LevelName = levelName; loadingBar = _loadingBar; switchableBehaviour = _switchableBehaviour; }
public LoadNewLevel(string levelName, dfProgressBar _loadingBar, ISwitchPanelBehaviour _switchableBehaviour) : base(levelName, _loadingBar, _switchableBehaviour) { }
public void initalize()//Can be called when power generator is changed { b = GetComponent<dfProgressBar>(); }
public ReloadCurrent(string levelName, dfProgressBar _loadingBar, ISwitchPanelBehaviour _switchableBehaviour) : base(levelName, _loadingBar, _switchableBehaviour) { }