public void Update() { if (this.hud.targetBodyObject) { PaladinRageController rageComponent = this.hud.targetBodyObject.GetComponent <PaladinRageController>(); if (rageComponent) { PlayerCharacterMasterController masterController = this.hud.targetMaster ? this.hud.targetMaster.playerCharacterMasterController : null; if (this.rageGauge) { this.rageGauge.gameObject.SetActive(true); float _fillAmount = rageComponent.currentRage / rageComponent.maxRage; float oldFillAmount = this.rageFill.fillAmount; this.FillGauge(_fillAmount); this.rageFill.fillAmount = this.currentFill; float r = Mathf.Lerp(this.startColor.r, this.endColor.r, this.currentFill); float g = Mathf.Lerp(this.startColor.g, this.endColor.g, this.currentFill); float b = Mathf.Lerp(this.startColor.b, this.endColor.b, this.currentFill); Color desiredColor = new Color(r, g, b); if (this.currentFill >= 1f) { desiredColor = Color.red; } this.rageFill.color = desiredColor; } } else { if (this.rageGauge) { this.rageGauge.gameObject.SetActive(false); } } } }
private static bool HasSufficientRage([NotNull] GenericSkill skillSlot) { PaladinRageController rageComponent = ((PaladinRageSkillDef.InstanceData)skillSlot.skillInstanceData).rageComponent; return((rageComponent != null) ? (rageComponent.currentRage >= skillSlot.rechargeStock) : false); }