private void StartedBuilding(TowerInterface tower) { BuildingProgressSlider.gameObject.SetActive(true); BuildingProgressSlider.SetMaxValue(tower.tower.MaxHealth); BuildingProgressSlider.SetValue(0f); BuildingProgressSlider.SetValueOverTime(tower.tower.MaxHealth, tower.tower.BuildTime * MapController.singleton.BuildTimeMultiplier); }
private void StartBuilding() { materialChanger.ChangeMaterial(BuildingMaterial); materialChanger.ChangeOpaquicity(1, tower.BuildTime * MapController.singleton.BuildTimeMultiplier); progressionSlider.SetMaxValue(tower.MaxHealth); progressionSlider.SetValue(0); progressionSlider.SetValueOverTime(tower.MaxHealth, tower.BuildTime * MapController.singleton.BuildTimeMultiplier); }
public void UITimer(float Time, float Rate, float MaxValue) { this.Time = Time; this.Rate = Rate; UIGameObject.SetActive(true); UISliderFloatIndicator.SetMaxValue(MaxValue); StartCoroutine(TimerIncrease()); }
private void Start() { if (Character == null) { Debug.LogError("Character Missing!", this); } UISliderFloatIndicator.SetMaxValue(Character.MaxHealth); UISliderFloatIndicator.SetValue(Character.GetHealth()); Character.OnHealthChange += new Character.ChangeHealthHandler(HealthUpdated); }
private void CharacterChanged(Character newCharacter) { if (Character != null) { Character.OnHealthChange -= EventCall; } Character = newCharacter; UISliderFloatIndicator.SetMaxValue(Character.MaxHealth); Character.OnHealthChange += EventCall; HealthUpdated(newCharacter.GetHealth()); }
private void UpdateInformation() { manaSlider.SetMaxValue(ClientMoneyController.singleton.MaxValue); MoneyUpdate(ClientMoneyController.singleton.Money); ClientMoneyController.singleton.UpdatedMoney += new ClientMoneyController.MoneyUpdateHandler(MoneyUpdate); }