LifeBar.Start C# (CSharp) Method

Start() public method

public Start ( ) : void
return void
    void Start()
    {
        oldRealLife = -50f;
        matCube = new Material[lifebar.Length];
        lerpDanger = 0f;
        realLife = 40f;
        objectivLife = 50f;
        numberStep = (75f/(float)(lifebar.Length - 1));
        var index = realLife <= 25 ? 0 : ((int)((realLife - 25f)/numberStep) + 1);

        for(int i=0; i<lifebar.Length; i++){
            matCube[i] = lifebar[i].renderer.material;
            if(i < index){
                lifebar[i].transform.localScale = baseScale[i];
            }else if(i > index){
                lifebar[i].transform.localScale = baseScale[i]*0f;
            }else if(index == i && i == 0){
                lifebar[index].transform.localScale = baseScale[index]*(realLife/25f);
            }else{
                lifebar[index].transform.localScale = baseScale[index]*(((realLife - 25f)%numberStep)/numberStep);
            }
        }

        lifeUpPlayin = false;
        lifeMaxPlayin = false;
        lifeLowPlayin = false;
    }

Usage Example

Example #1
0
    public void Select()
    {
        if (!objscript.building)
        {
            origX = transform.position.x;
            origZ = transform.position.z;
            formscript.LX.Add(origX);
            formscript.LZ.Add(origZ);
        }

        CHselected.Play();

        //LIFE BAR OPTIMIZATIONS BEGIN
        lifebarr.SetActive(true);
        Lbar.Start();
        Lbar.Upd8Life();
        //LIFE BAR OPTIMIZATIONS END

        //INFORM SELECTEDTROOPS SCRIPT BEGIN
        SelectedTroops.TotalNB++;
        if (objscript.tip == "Villager")
        {
            SelectedTroops.ChangelingsNB++;
        }
        if (objscript.tip == "Ponies-At-Arms")
        {
            SelectedTroops.PAANB++;
        }
        //INFORM SELECTEDTROOPS SCRIPT END

        mothership.transform.tag = "troopsel";         //SET SEL TAG
        mothership.transform.SetParent(formationSupplicant.transform.parent);
        selection.gameObject.SetActive(true);
        selected = true;
    }