Inheritance: MonoBehaviour
示例#1
0
    public void Start()
    {
        // Checking if all referencies are working
        if (movement == null)
        {
            movement = gameObject.GetComponent <MovementBehavior>();
        }
        if (movement == null)
        {
            movement = gameObject.AddComponent <MovementBehavior>();
        }
        if (movement.enemyBehavior == null)
        {
            movement.enemyBehavior = this;
        }

        // Getting a personnal healthbar
        healthBar = GameManager.instance.healthBarManager.GetBar();
        healthBar.Show();

        // Parsing values to the enemy
        visual = Instantiate(param.model, transform.position, Quaternion.identity, transform);

        // Checking if the enemy visual has a visualBehavior
        enemyVisualBehavior = visual.GetComponent <EnemyVisualBehavior>();
        if (enemyVisualBehavior != null)
        {
            enemyVisualBehavior.enemyBehavior = this;
        }

        health         = param.health;
        movement.speed = param.speed;
    }
    // Start is called before the first frame update
    void Start()
    {
        //Create our healt panel on the canvas Raferences.canvas
        currentHealth = maxHealth;
        GameObject healthBarObject = Instantiate(healthBarPrefab, References.canvas.transform);

        myHealthBar = healthBarObject.GetComponent <HealthBarBehavior>();
    }
示例#3
0
    public HealthBarBehavior GetBar()
    {
        foreach (HealthBarBehavior bar in activeHealthBars)
        {
            if (!bar.taken)
            {
                return(bar);
            }
        }
        HealthBarBehavior newBar = Instantiate(healthBarPrefab, Vector3.zero, Quaternion.identity).GetComponent <HealthBarBehavior>();

        newBar.transform.SetParent(holder);
        activeHealthBars.Add(newBar);


        return(newBar);
    }