public void init(int type, int health, IndicatorTile t)
    {
        owner = t;

        transform.parent        = owner.transform;
        transform.localPosition = new Vector3(0, 0, 0);

        mat        = GetComponent <Renderer>().material;
        mat.shader = Shader.Find("Sprites/Default");

        if (type == 0)
        {
            if (health == 1)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorGhoulRed");
            }
            else if (health == 2)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorGhoulYellow");
            }
            else if (health > 2)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorGhoulGreen");
            }
        }
        else if (type == 1)
        {
            if (health == 1)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorSpiderRed");
            }
            else if (health == 2)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorSpiderYellow");
            }
            else if (health > 2)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorSpiderGreen");
            }
        }
        else if (type > 1)
        {
            if (health == 1)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorSlimeRed");
            }
            else if (health == 2)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorSlimeYellow");
            }
            else if (health > 2)
            {
                mat.mainTexture = Resources.Load <Texture2D>("Textures/indicatorSlimeGreen");
            }
        }
        mat.color = new Color(1, 1, 1);
    }
示例#2
0
 //fills in the rectangle on the indicator that corresponds to the enemy
 private void addIndicatorTile(int type, int health, int x, int y)
 {
     if ((x < 0) && (x > -5))
     {
         GameObject    indicatorObject = new GameObject();                               // create empty game object
         IndicatorTile tile4           = indicatorObject.AddComponent <IndicatorTile>(); // add tile script to object
         tile4.transform.parent   = indicatorFolder.transform;                           // make the tile folder its parent
         tile4.transform.position = new Vector3(x / 2f - 1.75f, y, -.75f);
         tile4.init(type, health, this);                                                 // initialize the tile
         indicatorTiles.Add(tile4);
         tile4.name = "Indicator Tile " + indicatorTiles.Count;                          // name tile for easy finding
     }
 }