// Start is called before the first frame update void Start() { ini = false; string path = "combatHud/Envirorment"; damagePulse = 0f; damagePulseTimer = 0f; arrowTimer = 0f; warningColorLerp = 0f; warningLerpAlpha = 0f; threatStatus = ThreatStatus.Normal; visible = true; iconTranslateRange = 342.5f; hudColors = new hudChangingColors.hudColors(true); //lhudTimer = new hudTimer(); threatStuff = gameObject.transform.Find(path).gameObject; threatIcon = new List <GameObject>(); foreach (Transform transform in threatStuff.transform.Find("EnIcon").GetComponentsInChildren <Transform>()) { threatIcon.Add(transform.gameObject); //Debug.Log(transform.gameObject + "[" + threatIcon.Count + "]"); } arrowDown = threatStuff.transform.Find("EnIcon/EnarrowDown").gameObject.GetComponent <Image>(); arrowUp = threatStuff.transform.Find("EnIcon/EnarrowUp").gameObject.GetComponent <Image>(); threatWarning = threatStuff.transform.Find("EnIcon/warningText").gameObject.GetComponent <Text>(); threatBar = threatStuff.transform.Find("EnBarBack/EnBar").gameObject.GetComponent <hudEnergyBar>(); //threatBar.initBars(threatBar.gameObject.GetComponent<Image>(), threatBar.gameObject.transform.parent.Find("EnBarShadow").gameObject.GetComponent<Image>()); //Debug.Log(threatBar); hasArrows = arrowUp != null && arrowDown != null; threatIcon[0].GetComponent <Image>().color = hudColors.threatIconColor; threatIconTrans = threatIcon[0].transform; threatBar.SetFilledColor(hudColors.threatBarFilled); //Debug.Log(threatBar.GetFilledColor()); threatBar.SetShadowColor(hudColors.threatBarShadow); //Debug.Log(threatBar.GetShadowColor()); threatBar.SetEmptyColor(hudColors.threatBarEmpty); //Debug.Log(threatBar.GetEmptyColor()); threatBar.SetTesselation(1f); threatBar.SetMaxEnergy(10f); threatBar.SetFilledDrainSpeed(9999f); threatBar.SetShadowDrainSpeed(9999f); threatBar.SetShadowDrainDelay(0f); threatBar.SetIsAlwaysResetTimer(false); if (threatWarning) { threatWarning.color = hudColors.threatWarningFont; threatWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.threatWarningOutline; } //localMat = new Material(threatWarning.material); //threatWarning.material = localMat; debugIniMaxEnergy = threatBar.GetMaxEnergy(); ini = true; }
//Material localMat; // Start is called before the first frame update void Start() { rendertimings = 0; arrowTimer = 0f; missileWarningAlpha = 0f; latestStatus = invStatus.Normal; missileWarningPulse = 0f; missileIconAltDeplete = 0f; missileIconIncrement = 0f; visible = true; IconTranslateRange = 342.5f; hudColors = new hudChangingColors.hudColors(true); string path = "combatHud/Missiles"; //hudType = HudType; //missileCapacity = MissileCapacity; //numMissiles = NumMissiles; //missilesActive = MissilesActive; missileIcon = gameObject.transform.Find(path + "/MIcon").gameObject.GetComponent <Image>(); missileDigits = gameObject.transform.Find(path + "/MIcon/count").gameObject.GetComponent <Text>(); missileBar = gameObject.transform.Find(path + "/MBarBack/MBar").gameObject.GetComponent <hudEnergyBar>(); missileWarning = gameObject.transform.Find(path + "/MIcon/depleted").gameObject.GetComponent <Text>(); arrowUp = gameObject.transform.Find(path + "/MIcon/arrowUp").gameObject.GetComponent <Image>(); arrowDown = gameObject.transform.Find(path + "/MIcon/arrowDown").gameObject.GetComponent <Image>(); hasArrows = arrowUp && arrowDown; iconTransform = missileIcon.transform; missileDigits.color = hudColors.missileDigitsFont; missileDigits.gameObject.GetComponent <Outline>().effectColor = hudColors.missileDigitsOutline; missileIcon.color = hudColors.missileIconColorInactive; missileBar.SetEmptyColor(hudColors.missileBarEmpty); missileBar.SetFilledColor(hudColors.missileBarFilled); missileBar.SetShadowColor(hudColors.missileBarShadow); missileBar.SetTesselation(1f); missileBar.SetMaxEnergy(5f); missileBar.SetFilledDrainSpeed(99f); missileBar.SetShadowDrainSpeed(20f); missileBar.SetShadowDrainDelay(0.7f); missileBar.SetIsAlwaysResetTimer(true); rIconLerp = 1f; missIni = false; if (missileWarning) { missileWarning.color = hudColors.missileWarningFont; missileWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.missileWarningOutline; } //localMat = new Material(missileDigits.material); //missileDigits.material = localMat; latestStatus = GetInvStatus(); }
// public void SetCalculateMode(hudEnergyBar.CalculateMode calculate) { calculateMode = calculate; } // public hudEnergyBar.CalculateMode GetCalculateMode(){ return calculateMode; } // public void SetHealthP(float per) { healthP = per; } public void initValues(hudTypes hud, float TankEnergy, int totalTanks, int NumTanksFilled, bool EnergyLow) { //calculateMode = calculate; hudTypes = hud; tankEnergy = TankEnergy; totalEnergyTanks = totalTanks; numTanksFilled = NumTanksFilled; energyLow = EnergyLow; cEmptyTanks = new List <Image>(); cFilledTanks = new List <Image>(); updateItems(hud); combatEnergyBar.SetTesselation(1f); ballEnergyBar.SetTesselation(1f); //energyBar.SetCalulateMode(calculate); combatEnergyBar.SetMaxEnergy(100f); ballEnergyBar.SetMaxEnergy(100f); combatEnergyBar.SetFilledColor(hudColors.getVisorEnergyBarColors(true).filled); ballEnergyBar.SetFilledColor(hudColors.getVisorEnergyBarColors(false).filled); combatEnergyBar.SetShadowColor(hudColors.getVisorEnergyBarColors(true).shadow); ballEnergyBar.SetShadowColor(hudColors.getVisorEnergyBarColors(false).shadow); combatEnergyBar.SetEmptyColor(hudColors.getVisorEnergyBarColors(true).empty); ballEnergyBar.SetEmptyColor(hudColors.getVisorEnergyBarColors(false).empty); combatEnergyBar.SetFilledDrainSpeed(99f); ballEnergyBar.SetFilledDrainSpeed(99f); combatEnergyBar.SetShadowDrainSpeed(20f); ballEnergyBar.SetShadowDrainSpeed(20f); combatEnergyBar.SetShadowDrainDelay(0.7f); ballEnergyBar.SetShadowDrainDelay(0.7f); combatEnergyBar.SetIsAlwaysResetTimer(false); ballEnergyBar.SetIsAlwaysResetTimer(false); cEnergyDigits.color = initColors.digitsFont; combatEnergyDigits.color = hudColors.getVisorEnergyInitColors(true).digitsFont; ballEnergyDigits.color = hudColors.getVisorEnergyInitColors(false).digitsFont; cEnergyDigits.gameObject.GetComponent <Outline>().effectColor = initColors.digitsOutline; combatEnergyDigits.gameObject.GetComponent <Outline>().effectColor = hudColors.getVisorEnergyInitColors(true).digitsOutline; ballEnergyDigits.gameObject.GetComponent <Outline>().effectColor = hudColors.getVisorEnergyInitColors(false).digitsOutline; cEnergyWarning.color = hudColors.energyWarningFont; combatEnergyWarning.color = hudColors.energyWarningFont; ballEnergyWarning.color = hudColors.energyWarningFont; cEnergyWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.energyWarningOutline; combatEnergyWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.energyWarningOutline; ballEnergyWarning.gameObject.GetComponent <Outline>().effectColor = hudColors.energyWarningOutline; if (energyLow) { cEnergyWarning.text = "Energy Low"; combatEnergyWarning.text = "Energy Low"; ballEnergyWarning.text = "Energy Low"; } else { cEnergyWarning.text = ""; combatEnergyWarning.text = ""; ballEnergyWarning.text = ""; } for (int i = 0; i < 6; i++) { cEmptyTanks[i].color = initColors.tankEmpty; combatEmptyTanks[i].color = hudColors.getVisorEnergyInitColors(true).tankEmpty; ballEmptyTanks[i].color = hudColors.getVisorEnergyInitColors(false).tankEmpty; cFilledTanks[i].color = initColors.tankFilled; combatFilledTanks[i].color = hudColors.getVisorEnergyInitColors(true).tankFilled; ballFilledTanks[i].color = hudColors.getVisorEnergyInitColors(false).tankFilled; } for (int i = 0; i < 6; i++) { if (i < numTanksFilled) { cFilledTanks[i].gameObject.SetActive(true); combatFilledTanks[i].gameObject.SetActive(true); ballFilledTanks[i].gameObject.SetActive(true); } else { cFilledTanks[i].gameObject.SetActive(false); combatFilledTanks[i].gameObject.SetActive(false); ballFilledTanks[i].gameObject.SetActive(false); } } initHealth = true; }