private void InitEnemy() { _enemyStateManager = new EnemyStateManager(); //enemy load if (null != Enemy[0]) { _enemyStateList = new List <EnumyState>(); _wayPoint = new List <Vector3>(); _wayPoint.Add(new Vector3(-127.0f, 1.6f, -132.0f)); _wayPoint.Add(new Vector3(-127.0f, 1.6f, -227.0f)); _wayPoint.Add(new Vector3(-127.0f, 1.6f, -418.0f)); _wayPoint.Add(new Vector3(-288.0f, 1.6f, -420.0f)); _wayPoint.Add(new Vector3(-452.0f, 1.6f, -418.0f)); _wayPoint.Add(new Vector3(-452.0f, 1.6f, -277.0f)); _wayPoint.Add(new Vector3(-452.0f, 1.6f, -132.0f)); _wayPoint.Add(new Vector3(-614.0f, 1.6f, -132.0f)); for (int i = 0; i < _wayPoint.Count; ++i) { int EnemyTypeNum = Random.Range(0, Enemy.Length); GameObject EnemyObject = Instantiate(Enemy[EnemyTypeNum]) as GameObject; EnemyObject.transform.position = _wayPoint[i]; EnemyObject.gameObject.name = "Enemy_" + i; ObjectUI objUI = EnemyObject.AddComponent <ObjectUI>(); var enumyState = EnemyObject.GetComponent <EnumyState>(); enumyState.SetHpBar(objUI); _enemyStateList.Add(enumyState); } } }
private void InitPlayer() { //player load if (null != Player) { GameObject PlayerObject = GameObject.Instantiate(Player) as GameObject; PlayerObject.transform.position = new Vector3(0, 1.75f, -20.0f); ObjectUI objUI = PlayerObject.AddComponent <ObjectUI>(); objUI.Init(100); _player = PlayerObject.GetComponent <Player>(); _player.SetHpBar(objUI); } }
void ToggleClothingUI(bool open) { ClothingUI.SetActive(open); ObjectUI.SetActive(!open); }
public void SetHpBar(ObjectUI objectUI) { _objectUI = objectUI; _objectUI.Init(_hp); }
public void SetHpBar(ObjectUI objectUI) { _objectUI = objectUI; }