示例#1
0
    // Initialize this worldspace canvas as a player's worldspace canvas.
    public void InitializeAsPlayerCanvas(Character p)
    {
        // Hide ammo Text.
        ammoText.DOFade(0f, 0f);

        // Hide enemy HP bar.
        EnemyHPBarPanel.GetComponent <CanvasGroup>().DOFade(0f, 0.3f);

        // Show player bars.
        PlayerHPBarPanel.GetComponent <CanvasGroup>().DOFade(1f, 0.3f);
        PlayerAmmoBarPanel.GetComponent <CanvasGroup>().DOFade(1f, 0.3f);

        // Set player bar colors.
        // Set HP bar color.
        WSCPlayerHPIcon.DOColor(PlayerHPColor, 0f);
        WSCPlayerHPBar.DOColor(PlayerHPColor, 0f);

        // Set Ammo bar color. (based on player's current weapon color.)
        Color targetColor = HUDController.instance.WeaponPM.RetrieveCorrespondingWeaponColor(p.Weapon);

        WSCPlayerAmmoIcon.DOColor(targetColor, 0f);
        WSCPlayerAmmoBar.DOColor(targetColor, 0f);

        // Perform initial update.
        UpdateAsPlayerCanvas(p);
    }
示例#2
0
    // Update this worldspace canvas as a player canvas.
    public void UpdateAsPlayerCanvas(Character p)
    {
        // Update player HP.
        WSCPlayerHPBar.DOFillAmount(p.Health / p.MaxHealth, 0.3f);

        // Update player Ammo.
        WSCPlayerAmmoBar.DOFillAmount((float)p.Weapon.AmmoInClip / p.Weapon.ClipSize, 0.05f);
    }