protected void Start() { m_moneyEffect = gameObject.AddComponent <MoneyEffect>(); m_healthBar = gameObject.AddComponent <HealthBar>(); m_healthBar.maxHealth = m_hp; m_healthBar.currentHealth = m_hp; }
void Start() { m_moneyEffect = gameObject.AddComponent <MoneyEffect>(); m_moneyEffect.SetParent(GameObject.Find("counter-money").transform); m_moneyEffect.SetOffset(new Vector2(-7, -20)); m_unitQueueUI = GameObject.Find("unit-queue").GetComponent <UnitQueuUI>(); }
// Update is called once per frame void Update() { if (City.currentCompany == null) { return; } //make effect when the value changes float delta; if (City.currentCompany.fund != preProperty) { delta = City.currentCompany.fund - preProperty; MoneyEffect.CreateMoneyEffect(property.transform, delta > 0 ? ("+" + delta.ToString()) : delta.ToString(), delta > 0 ? new Color(255, 180, 0) : Color.red); //golden and red preProperty = City.currentCompany.fund; } if (City.currentCompany.fame != preFame) { delta = City.currentCompany.fame - preFame; MoneyEffect.CreateMoneyEffect(reputation.transform, delta > 0 ? ("+" + delta.ToString()) : delta.ToString(), delta > 0 ? Color.green : Color.red); //green and red preFame = City.currentCompany.fame; } if (Population.GDP != preGDP) { delta = Population.GDP - preGDP; MoneyEffect.CreateMoneyEffect(GDP.transform, delta > 0 ? ("+" + delta.ToString()) : delta.ToString(), delta > 0 ? new Color(255, 180, 0) : Color.red); //golden and red preGDP = Population.GDP; } if (Population.amount != prePopulation) { delta = Population.amount - prePopulation; MoneyEffect.CreateMoneyEffect(population.transform, delta > 0 ? ("+" + delta.ToString()) : delta.ToString(), delta > 0 ? Color.green : Color.red); //green and red prePopulation = Population.amount; } //set bottom panel's information displayed property.text = City.currentCompany.fund.ToString(); reputation.text = City.currentCompany.fame.ToString(); population.text = Population.amount.ToString(); GDP.text = Population.GDP.ToString(); }
void Start() { m_gptTimer.Reset(); m_moneyEffect = gameObject.AddComponent <MoneyEffect>(); m_moneyEffect.SetParent(GameObject.Find("counter-money").transform); m_moneyEffect.SetOffset(new Vector2(-7, -20)); // Reset the money m_playerMoney = PLAYER_START_GOLD; m_enemyMoney = ENEMY_START_GOLD; // Reset AI variables m_playerCities = new List <PointCity>(); m_playerFabs = new List <PointFab>(); m_playerWonders = new List <PointWonder>(); m_enemyCities = new List <PointCity>(); m_enemyFabs = new List <PointFab>(); m_enemyWonders = new List <PointWonder>(); }
void Start() { m_moneyEffect = gameObject.AddComponent <MoneyEffect>(); }