| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677 | using UnityEngine.UI;using UnityEngine;namespace HQFPSWeapons.UserInterface{    public class HealsDisplayer : HUD_DisplayerBehaviour    {        [BHeader("Heals HUD...")]        [SerializeField]        private Text m_HealsAmountText = null;        [SerializeField]        private string m_HealsContainerName = "Backpack";        [BHeader("Heal! (Low Health Message...)")]        [SerializeField]        private float m_LowHealthThreshold = 0f;        [SerializeField]        private CanvasGroup m_HealCanvas = null;        public override void OnPostAttachment()        {            OnInventoryChanged();            Player.Inventory.ContainerChanged.AddListener(OnInventoryChanged);            Player.Healing.AddStopListener(OnEndHealing);            Player.Health.AddChangeListener(OnPlayerChangeHealth);            OnPlayerChangeHealth(Player.Health.Val);        }        private void OnEndHealing()        {            OnInventoryChanged();        }        private void OnPlayerChangeHealth(float healthAmount)         {            if (Player.Health.Val == 0)            {                m_HealCanvas.alpha = 0;                return;            }            if (healthAmount < m_LowHealthThreshold)                m_HealCanvas.alpha = 1;            else if (m_HealCanvas.gameObject.activeSelf)                m_HealCanvas.alpha = 0;        }        private void OnInventoryChanged()        {            int healsAmount = 0;            ItemContainer container = Player.Inventory.GetContainerWithName(m_HealsContainerName);            if (container != null)            {                foreach (var slot in container.Slots)                {                    if (slot.HasItem)                        healsAmount++;                }                m_HealsAmountText.text = "x " + healsAmount.ToString();            }            else            {                m_HealsAmountText.text = "NULL";            }        }    }}
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