public void AddEnergy(bool isEnemy, EnergyPoint energyPoint) { if (isEnemy) { enemyEnergy.Add(energyPoint); } else { playerEnergy.Add(energyPoint); } }
public void AddEnergy(bool isEnemy, EnergyPoint energyPoint) { // used by GameUICtrl to add energy if (isEnemy) { enemyEnergy.Add(energyPoint); } else { playerEnergy.Add(energyPoint); } }
void Start() { // create energy bars for (int i = 0; i < Params.energyBarCount; i++) { GameObject eE = Instantiate(energyPoint, enemyEnergyBarObj.transform); EnergyPoint eEP = eE.GetComponent <EnergyPoint>(); eEP.SetColor(true); GameManager.AddEnergy(true, eEP); GameObject eP = Instantiate(energyPoint, playerEnergyBarObj.transform); EnergyPoint ePP = eP.GetComponent <EnergyPoint>(); ePP.SetColor(false); GameManager.AddEnergy(false, ePP); } if (Globals.bgm) { bgmText.text = "BGM: Yes"; } else { bgmText.text = "BGM: No"; } if (Globals.sound) { soundText.text = "Sound: Yes"; } else { soundText.text = "Sound: No"; } if (Globals.supportsAR) { if (Globals.usingAR) { toggleARBtn.GetComponentInChildren <TextMeshProUGUI>().text = "Non-AR mode"; } else { toggleARBtn.GetComponentInChildren <TextMeshProUGUI>().text = "AR mode"; } } else { toggleARBtn.SetActive(false); } }
void FillEnergy(List <EnergyPoint> energyPoints, float value) { int integerPart = (int)(value); float fractionalPart = value - integerPart; for (int i = 0; i < integerPart; i++) { EnergyPoint energyPoint = energyPoints[i]; energyPoint.SetValue(1); } if (integerPart >= energyPoints.Count) { return; } for (int i = integerPart; i < energyPoints.Count; i++) { EnergyPoint energyPoint = energyPoints[i]; energyPoint.SetValue(0); } energyPoints[integerPart].SetValue(fractionalPart); }
public void MoveEnergyPoint(EnergyPoint energyPoint, float distance) // -> MoveButton - OnPointerClick() { if (moving) { return; // previous movement did not end } moving = true; if (particleEnergy.isPlaying) // it only needs to be done when we move in activated energy mode { currentEnergyPoint.Deactivated(); // from the point at which they started to move energyPoint.TryActivate(); // to the point where we are moving ParticleSystem.MainModule pm = particleEnergy.main; pm.startSize = 2f; ParticleSystem.EmissionModule pe = particleEnergy.emission; pe.rateOverTime = 240; boxCollider.size = Vector3.one * 2; // under the jerk a larger area of Enemy's lesion } currentEnergyPoint = energyPoint; transform.DOMove(energyPoint.transform.position, distance / speed).SetEase(Ease.Linear).OnComplete (() => { moving = false; if (particleEnergy.isPlaying) { particleEnergyWave.Play(); HitEnergyWave(); ParticleSystem.MainModule pm = particleEnergy.main; pm.startSize = 1; ParticleSystem.EmissionModule pe = particleEnergy.emission; pe.rateOverTime = 60; boxCollider.size = Vector3.one; } targetEnemy = null; // In order for the shooting sight not to go astray by Enemy, after movement }); }
void FillEnergy(List <EnergyPoint> energyPoints, float value) { // Fill the energy bar, using integer part & fractional part // i.e: value == 4.5 => 4 Energy Point filled & 0.5 filling int integerPart = (int)(value); float fractionalPart = value - integerPart; for (int i = 0; i < integerPart; i++) { EnergyPoint energyPoint = energyPoints[i]; energyPoint.SetValue(1); } if (integerPart >= energyPoints.Count) { return; } for (int i = integerPart; i < energyPoints.Count; i++) { EnergyPoint energyPoint = energyPoints[i]; energyPoint.SetValue(0); } energyPoints[integerPart].SetValue(fractionalPart); }
void Awake() { HP = new HitPoint(statusData); SP = new StaminaPoint(statusData); EP = new EnergyPoint(statusData); }