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-rw-r--r--Assets/Prefabs/Player.prefab26
-rw-r--r--Assets/Scenes/Jungle.unity427
-rw-r--r--Assets/Scripts/Actors/Actor.cs6
-rw-r--r--Assets/Scripts/UI.cs43
-rw-r--r--Assets/Scripts/UI.cs.meta11
-rw-r--r--Assets/Sprites/heart.pngbin0 -> 1849 bytes
-rw-r--r--Assets/Sprites/heart.png.meta122
7 files changed, 617 insertions, 18 deletions
diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index 01949b8..c5f16a4 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
@@ -79,6 +79,7 @@ GameObject:
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m_Layer: 8
m_Name: Player
m_TagString: Player
@@ -317,14 +318,7 @@ MonoBehaviour:
jumpForce: 1200
damage: 0
groundCheckPoint: {fileID: 2776418409611166769}
- stats:
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- speedMultiplier: 0
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health: 0
- jumpCount: 0
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+ - {fileID: 0}
+ - {fileID: 0}
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diff --git a/Assets/Scenes/Jungle.unity b/Assets/Scenes/Jungle.unity
index 5f3f615..ee256d9 100644
--- a/Assets/Scenes/Jungle.unity
+++ b/Assets/Scenes/Jungle.unity
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value: Player
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diff --git a/Assets/Scripts/Actors/Actor.cs b/Assets/Scripts/Actors/Actor.cs
index 55aed29..63854d9 100644
--- a/Assets/Scripts/Actors/Actor.cs
+++ b/Assets/Scripts/Actors/Actor.cs
@@ -26,11 +26,11 @@ namespace MontanaJohns.Actors
protected bool isGrappling;
protected Vector2? grapplePoint = null;
protected LayerMask groundLayers;
- Collection<Item> items;
-
- protected int health;
+ protected Collection<Item> items;
protected int jumpCount;
protected Vector2 acceleration;
+
+ public int health;
protected virtual void Awake()
{
diff --git a/Assets/Scripts/UI.cs b/Assets/Scripts/UI.cs
new file mode 100644
index 0000000..0c0802e
--- /dev/null
+++ b/Assets/Scripts/UI.cs
@@ -0,0 +1,43 @@
+using MontanaJohns.Actors;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class UI : MonoBehaviour
+{
+ [SerializeField] private int heartCount;
+ [SerializeField] private Image[] hearts;
+ [SerializeField] private Sprite heartSprite;
+
+ public int health;
+
+ private void Start()
+ {
+ for (int i = 0; i < hearts.Length; i++)
+ {
+ if (i < heartCount)
+ hearts[i].enabled = true;
+ else
+ hearts[i].enabled = false;
+ }
+ }
+
+ private void Update()
+ {
+ health = gameObject.GetComponent<Actor>().health;
+ for(int i = 0; i < heartCount; i++)
+ {
+ /* Can be used to have two sprites, one empty/one full/half full, etc.
+ if (i < health)
+ hearts[i].sprite = heartSprite;
+ else
+ hearts[i].sprite = heartSprite2;
+ */
+ if (i < health)
+ hearts[i].enabled = true;
+ else
+ hearts[i].enabled = false;
+ }
+ }
+}
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diff --git a/Assets/Sprites/heart.png b/Assets/Sprites/heart.png
new file mode 100644
index 0000000..890f86d
--- /dev/null
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diff --git a/Assets/Sprites/heart.png.meta b/Assets/Sprites/heart.png.meta
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index 0000000..b982324
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