private void SetupVitalDisplays()
 {
     PlayerVitals.inst.Subscribe(this);
     foreach (string key in PlayerVitals.inst.vitals.Keys)
     {
         Debug.Log("initializing vital '" + key + "'");
         IVital vital = PlayerVitals.inst.vitals[key];
         DisplayNewVital(vital);
     }
 }
    private void DisplayNewVital(IVital vital)
    {
        Debug.Log("displaying new vital '" + vital.name + "'");
        // creates a new text object based on the given IVital, and puts it in the display.
        GameObject newTextObj = Instantiate <GameObject>(textPrefab);
        Text       txt        = newTextObj.GetComponent <Text>();

        txt.text  = GenerateVitalText(vital);
        txt.color = vital.color;
        vitalDisplays.Add(vital.name, txt);
        newTextObj.transform.SetParent(this.transform);
    }
 public void ApplyVitalUse(float cost, IVital vit)
 {
     vit.CurValue -= cost;
 }
    public void UpdateVital(string key, IVital vital)
    {
        Text text = vitalDisplays[key];

        text.text = GenerateVitalText(vital);
    }
 private string GenerateVitalText(IVital vital)
 {
     return(vital.name + ": " + vital.current + " / " + vital.max);
 }
Exemplo n.º 6
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    /// <summary>
    /// Sets the primary values and variables required for the ability.
    /// </summary>
    /// <param name="user">User.</param>
    public virtual void SetValue(BaseCharacter user)
    {
        _user = user;
        _userInput = _user.CharInput;

        if (_user == null)
            Debug.LogError ("user is null");
        if (_user.CharStats == null)
            Debug.LogError ("user stats are null");

        _userVital = _user.CharStats.CharVitals.Find (i => i.Name == vitalType.ToString());

        if (cost > 0) {
            enterAbility += delegate {
                _userVital.StopRegen = true;
            };
            exitAbility += delegate {
                _userVital.StopRegen = false;
            };
        }
    }