private void StartedBuilding(TowerInterface tower) { BuildingProgressSlider.gameObject.SetActive(true); BuildingProgressSlider.SetMaxValue(tower.tower.MaxHealth); BuildingProgressSlider.SetValue(0f); BuildingProgressSlider.SetValueOverTime(tower.tower.MaxHealth, tower.tower.BuildTime * MapController.singleton.BuildTimeMultiplier); }
private void StartBuilding() { materialChanger.ChangeMaterial(BuildingMaterial); materialChanger.ChangeOpaquicity(1, tower.BuildTime * MapController.singleton.BuildTimeMultiplier); progressionSlider.SetMaxValue(tower.MaxHealth); progressionSlider.SetValue(0); progressionSlider.SetValueOverTime(tower.MaxHealth, tower.BuildTime * MapController.singleton.BuildTimeMultiplier); }
void MoneyUpdate(float money) { manaSlider.SetValueOverTime(money, 0.2f); manaValue.text = money + " / " + ClientMoneyController.singleton.MaxValue; }
private void HealthUpdated(float newHealth) { UISliderFloatIndicator.SetValueOverTime(newHealth, 0.2f); HealthValue.text = newHealth + " / " + Character.MaxHealth; }
private void HealthUpdated(float newHealth) { UISliderFloatIndicator.SetValueOverTime(newHealth, 0.2f); }