//Vector2 mousePos; // Update is called once per frame void Start() { speed = 5f; invincibilityTimer = 1f; doorTimer = 10f; attackPotionTimer = attackPotionSetTimer; speedPotionTimer = speedPotionSetTimer; invincibilityOn = false; doorOn = false; attackPotionOn = false; speedPotionOn = false; gameManager = FindObjectOfType <GameManager>(); levelGenerator = FindObjectOfType <LevelGenerator>(); attackImage = FindObjectOfType <AttackImage>(); attackImage.gameObject.SetActive(false); speedImage = FindObjectOfType <SpeedImage>(); speedImage.gameObject.SetActive(false); door = FindObjectOfType <Door>(); door.gameObject.SetActive(false); currentHealth = maxHealth; healthBar = FindObjectOfType <HealthBar>(); healthBar.SetMaxHealth(maxHealth); healthBar.SetHealth(maxHealth); //.GetComponent<HealthBar>().SetMaxHealth(maxHealth); //healthBar.SetMaxHealth(maxHealth); //.GetComponent<HealthBar>().SetMaxHealth(maxHealth); //healthBar.SetMaxHealth(maxHealth); }
public override void Draw(SpriteBatch spriteBatch) { ScreenService.Instance.GraphicsDevice.Viewport = ScreenService.Instance.DefaultScreenCamera.CurrentViewport; spriteBatch.Begin( SpriteSortMode.FrontToBack, // this is also the order for building the screen. null, SamplerState.PointClamp, null, null, null, ScreenService.Instance.DefaultScreenCamera.TransformMatrix); base.Draw(spriteBatch); if (!Images.Any()) { Messages.Add("no image received from server"); } foreach (var img in Images.ToList()) { img.Draw(spriteBatch); } if (!InventoryImages.Any()) { Messages.Add("no inventory image received from server"); } foreach (var img in InventoryImages.ToList()) { img.Draw(spriteBatch); } MultiplayerText.Draw(spriteBatch); HealthImage.Draw(spriteBatch); SpeedImage.Draw(spriteBatch); StrenghImage.Draw(spriteBatch); DialogImage.Draw(spriteBatch); CursorImage.Draw(spriteBatch); //LerpMouseImage.Draw(spriteBatch); if (InfoWindow?.IsVisible == true) { InfoWindow?.Draw(spriteBatch); } if (DialogWindow?.IsVisible == true) { DialogWindow?.Draw(spriteBatch); } if (InventoryWindow?.IsVisible == true) { InventoryWindow.Draw(spriteBatch); } if (CharacterWindow?.IsVisible == true) { MoneyCount.Draw(spriteBatch); CharacterWindow?.Draw(spriteBatch); } if (CharacterWindow?.IsVisible == true) { CharacterWindow?.Draw(spriteBatch); } if (ChatWindow?.IsVisible == true) { ChatWindow?.Draw(spriteBatch); } spriteBatch.End(); }