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42 lines
1.2 KiB
C#

2 weeks ago
using System;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.UI;
namespace Unity.BossRoom.Gameplay.UI
{
/// <summary>
/// UI object that visually represents an object's health. Visuals are updated when NetworkVariable is modified.
/// </summary>
public class UIHealth : MonoBehaviour
{
[SerializeField]
Slider m_HitPointsSlider;
NetworkVariable<int> m_NetworkedHealth;
public void Initialize(NetworkVariable<int> networkedHealth, int maxValue)
{
m_NetworkedHealth = networkedHealth;
m_HitPointsSlider.minValue = 0;
m_HitPointsSlider.maxValue = maxValue;
HealthChanged(maxValue, maxValue);
m_NetworkedHealth.OnValueChanged += HealthChanged;
}
void HealthChanged(int previousValue, int newValue)
{
m_HitPointsSlider.value = newValue;
// disable slider when we're at full health!
m_HitPointsSlider.gameObject.SetActive(m_HitPointsSlider.value != m_HitPointsSlider.maxValue);
}
void OnDestroy()
{
m_NetworkedHealth.OnValueChanged -= HealthChanged;
}
}
}