private void Start() { lastHealth = hero.Health.Percentage; healthBar.SetValue(lastHealth); lastSupply = hero.Supply.Percentage; supplyBar.SetValue(lastSupply); }
private void Update() { if (tutorialUI != null) { label.text = $"TUTORIAL"; var max = tutorialUI.actionsMax; var steps = tutorialUI.actionsTotal; bar.SetValue((float)steps / max); } else { label.text = $"LEVEL {Level.level}"; var max = Level.levelSteps; var steps = Player.steps; bar.SetValue((float)steps / max); } }
private void Update() { if (GameplayController.GameIsStopped || !Activated) { return; } FrameTime += Time.deltaTime * (IsEmpty ? EmptyModifier : IsOverflowing ? OverflowModifier : 1f); if (FrameTime >= TimePerFrame) { FrameTime -= TimePerFrame; Frame = (Frame + 1) % OnlineSprites.Count; MyRenderer.sprite = OnlineSprites[Frame]; } float fillAmount = 0; if (HoveredResource != null && HoveredResource.ThisEffectType == ResourceEffectType.Fuel) { fillAmount = HoveredResource.EffectIntensity; } CurFuel = Mathf.Max(0, CurFuel - Time.deltaTime * DrainRate); FuelBar.SetValue(CurFuel, MaxFuel, MaximumPossibleFuelForAnyReactor, fillAmount); if (IsEmpty && curReactorState != ReactorState.Empty) { ParticleControllerInstance.StartSweatParticle(this); AttachedCircuit.Empty(); ReactorEmptyStartCallback(); curReactorState = ReactorState.Empty; } else if (!IsEmpty && curReactorState == ReactorState.Empty) { ParticleControllerInstance.StopParticle(this); AttachedCircuit.ProblemSolved(); ReactorEmptyEndCallback(); curReactorState = ReactorState.OK; } else if (IsOverflowing && curReactorState != ReactorState.Overflow) { ParticleControllerInstance.StartSteamParticle(this); AttachedCircuit.Overloading(); ReactorOverflowStartCallback(); curReactorState = ReactorState.Overflow; } else if (!IsOverflowing && curReactorState == ReactorState.Overflow) { ParticleControllerInstance.StopParticle(this); AttachedCircuit.ProblemSolved(); ReactorOverflowEndCallback(); curReactorState = ReactorState.OK; } }