// Listen for values in respective classes ( PUI_Inventory ) private void UiUpdate(InventorySlotAmmo item, int clipLeft) { DividedBarShaderController bar = null; UIMappings.TryGetValue(item.Slot, out bar); if (ItemEquippableEvents.currentItem != null && ItemEquippableEvents.currentItem.ItemDataBlock.inventorySlot.Equals(item.Slot) && ItemEquippableEvents.IsCurrentItemShootableWeapon()) { //Debug.Log("Ammo update event (main or sub weapon): " + "MaxAmmo: " + item.BulletClipSize + " Current ammo: " + clipLeft + " Inventory slot: " + item.Slot); BulletsInMag.maxAmmo = item.BulletClipSize; BulletsInMag.UpdateCurrentAmmo(clipLeft); BulletsInMag.UpdateAmmoGridDivisions(); BulletsInMag.inventorySlot = item.Slot; } if (bar) { //Debug.Log("Ammo update event: " + "MaxAmmo: " + item.BulletClipSize + " Current ammo: " + clipLeft + " maxCap: " + item.BulletsMaxCap + " RelInPack " + item.RelInPack + " Inventory slot: " + item.Slot); bar.maxAmmo = item.BulletsMaxCap; bar.currentAmmo = (int)(bar.maxAmmo * item.RelInPack); bar.SetFill(item.RelInPack); if (item.Slot.Equals(InventorySlot.Consumable) || item.Slot.Equals(InventorySlot.ResourcePack) || item.Slot.Equals(InventorySlot.ConsumableHeavy)) { bar.UpdatePackOrConsumableDivisions(); } } }
public static void UpdateHealth(float health) { if (Health) { Health.SetFill(health); } }
public void UpdateAir(float val) { if (m_oxygenDisplay) { if (val < .95f && m_currentState == WatchState.Inventory) { m_oxygenDisplay.SetFill(val); m_oxygenDisplay.UpdateFill((int)(val * 100f)); m_oxygenDisplay.ToggleRendering(true); if (val < 0.5) { m_oxygenDisplay.SetColor(Color.Lerp(Color.red, m_normalOxygenCol, val * 1.6f)); } else { m_oxygenDisplay.SetColor(Color.cyan); } } else { m_oxygenDisplay.ToggleRendering(false); } } }
public static void UpdateInfection(float infection) { if (Infection) { Infection.SetFill(infection); } }
public void UpdateInfection(float infection) { if (m_infectionDisplay) { if (infection < 0.01f) { m_infectionDisplay.ToggleRendering(false); } else if (m_currentState == WatchState.Inventory) { m_infectionDisplay.ToggleRendering(true); m_infectionDisplay.UpdateFill((int)(infection * 100f)); m_infectionDisplay.SetFill(infection); m_infectionDisplay.SetColor(Color.Lerp(m_normalInfectionCol, m_normalInfectionCol * 1.6f, infection)); } } }