MovieClip |
com.Components.HealthBar |
public function SetBarScale( xscale: Number, yscale: Number, textScale: Number, dotScale: Number )
sets the scaling of the bar and repositions the textfield, this will also scale the textfield (uniformly) based on the input
| xscale | :Number - The xscale |
| yscale | :Number - the yscale |
| scaleText | :Number [opt] -the scale of text, if omitted no scaling will occur |
public static var STATTEXT_PERCENT: Number
public static var STATTEXT_NUMBER: Number
private static var AEGIS_PSYCHIC
private static var AEGIS_TECH
private static var AEGIS_DEMONIC
private var m_Dynel: Dynel
private var m_GroupElement: GroupElement
private var m_Character: Character
private var m_CurrentStatID: Number
private var m_MaxStatID: Number
private var m_BoostStatID: Number
private var m_PinkShieldStatID: Number
private var m_BlueShieldStatID: Number
private var m_RedShieldStatID: Number
private var m_PinkShieldAbsoluteStatID: Number
private var m_BlueShieldAbsoluteStatID: Number
private var m_RedShieldAbsoluteStatID: Number
private var m_PinkShieldPercentStatID: Number
private var m_BlueShieldPercentStatID: Number
private var m_RedShieldPercentStatID: Number
private var m_PlayerShieldTypeStatID: Number
private var m_PlayerShieldCurrentStatID: Number
private var m_PlayerShieldMaxStatID: Number
private var m_AegisDamageTypeStatID: Number
private var m_ShieldsOnTop: Boolean
private var m_Max: Number
private var m_Current: Number
private var m_Boost: Number
private var m_BoostMask: MovieClip
private var m_Text: TextField
private var m_Bar: MovieClip
private var m_ShieldBar: MovieClip
private var m_SecondShield: MovieClip
private var m_ThirdShield: MovieClip
private var m_AegisDamageType: MovieClip
private var m_AlwaysVisible: Boolean
private var m_IsPlayer: Boolean
private var m_ShowText: Boolean
private var m_TextType: Number
private var m_TweenTime: Number
private var m_TweenLimitPercent: Number
private var m_ShowHPUnderAegis: DistributedValue
private var m_ShowAegisValues: DistributedValue
public function HealthBar()
trace(“healthbar initiated”)
public function SetDynel( dynel: Dynel )
function SlotCharacterEntered()
function SlotCharacterExited()
sets the scaling of the bar and repositions the textfield, this will also scale the textfield (uniformly) based on the input
public function SetBarScale( xscale: Number, yscale: Number, textScale: Number, dotScale: Number )
public function SetGroupElement( groupElement: GroupElement )
public function SetCharacter( character: Character )
trace(“SetCharacter “+character)
private function ClearBar( )
listens to a change in stats.
private function SlotStatChanged( stat: Number, value: Number )
gets tha max and sets this as a member used to calculate the percent of health left (0 - 100, used for the _xscale)
private function SetMax( maxStat: Number, snap: Boolean ) : Void
Updates the stat text and bar
private function SetCurrent( currentValue: Number, boostValue: Number, snap: Boolean ) : Void
private function UpdateEnemyShields()
private function UpdateCurrentEnemyShield( currentShield: Number, currentAbsolute: Number, currentPercent: Number )
private function UpdatePlayerShields()
Updates the text that overlays the healthbar updates it as percent or real numbers
private function UpdateStatText()
private function UpdateStatBar( snap: Boolean )
private function UpdateAegisDamageType()
public function Hide()
public function Show()
show the text
public function SetShowText( showText: Boolean )
How to display the text, as numbers or percent
public function SetTextType( textType: Number )
private function PositionUpcomingShields( top: Boolean )
public function SetShieldsOnTop( top: Boolean )