// Use this for initialization private void Awake() { CharacterSelector.characterNameList = new List <PlayerCharacterType>() { PlayerCharacterType.Warrior, PlayerCharacterType.Mage, PlayerCharacterType.Archer, PlayerCharacterType.Tank }; PlayerHealthBarManager.SetupPlayerHealthBarManager(CharacterSelector.characterNameList); }
void Start() { playerHealthBarManager = FindObjectOfType <PlayerHealthBarManager>(); //gets a reference to the PlayerHealthBarManager script playerStartPoint = FindObjectOfType <PlayerStartPoint>(); if (playerStartPoint != null) //if there is a player start point present, change the player's starting position to its values { playerSpawnPosition = playerStartPoint.GetStartPosition(); //sets the player's spawn position to the position of the player start point game object to prevent camera drag on character spawn } if (!UIExists) //if the UI doesn't exist in the current scene, don't destroy the UI between scene swapping { UIExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } }
public static void UpdateHitPoints(float newHitPointTotal) { bool takenDamage = false; if (newHitPointTotal < PlayerHealthBarManager.currentTotalHitPoints) { takenDamage = true; } PlayerHealthBarManager.currentTotalHitPoints = newHitPointTotal; Debug.LogError("Current HP: " + PlayerHealthBarManager.currentTotalHitPoints); if (takenDamage == true) { PlayerHealthBarManager.AttemptKillCharacter(); } else { PlayerHealthBarManager.AttemptReviveCharacter(); } }