void SetStatus(StatusEffect effect, int duration) { this.Status.gameObject.SetActive(true); this.Status.Value = effect.ToString(); this.StatusDuration.gameObject.SetActive(true); this.StatusDuration.Value = GameActionDataExt.GetLengthInSecs(duration); }
void Update() { if (this.gameAction == null && this.TimeFinishedLabel.gameObject.activeSelf) { return; } if (this.gameAction.TimeLeft == 0) { this.TimeLeftLabel.gameObject.SetActive(false); this.TimeFinishedLabel.gameObject.SetActive(true); this.TimeLeft.text = GameActionDataExt.GetLengthInSecs(this.gameAction.TimeFinished).ToString("F"); var attack = this.gameAction.GetComponent <Attack>(); if (attack != null) { this.IsHit.SetActive(attack.TargetsHit.Count > 0); } return; } this.TimeLeft.text = GameActionDataExt.GetLengthInSecs(this.gameAction.TimeLeft).ToString("F"); }
// void Update() { this.GameTime.text = GameActionDataExt.GetLengthInSecs(ActionExecutor.Instance.GameTime).ToString("F"); this.GameSpeed.text = ActionExecutor.Instance.TicksPerFrame.ToString(); }