public void OnHealthChange(IHealthEvent healthEvent) { if (healthEvent is DamageEvent) { lastDamageEvent = (DamageEvent)healthEvent; } }
private void ApplyHealthChange(IHealthEvent healthEvent) { max = healthEvent.EndMaxHealth; current = healthEvent.EndHealth; if (onHealthEvent != null) { onHealthEvent.Invoke(healthEvent); } }
public void OnUnitHealthEvent(IHealthEvent healthEvent) { Unit deadUnit = (healthEvent.Target as Health).GetComponent <Unit>(); Player player = deadUnit.Owner; PlayerController controller = player.GetComponent <PlayerController>(); int aliveUnitsCount = controller.Units.FindAll(u => u.Health.IsAlive).Count; if (aliveUnitsCount == 0) { OnPlayerDeath(player, null); // TODO: attribute death to killing player } }
public void OnHealthChanged(IHealthEvent healthEvent) { healthBarSlider.value = healthEvent.Target.Percent; }
private void OnUnitHealthEvent(IHealthEvent healthEvent) { UpdateHealth(currentUnit.Health); }
public void initialize_components(SOHealth soHealth, IHealthEvent iHealthEvent) { // Initialize health components this.soHealth = soHealth; this.iHealthEvent = iHealthEvent; }