Beispiel #1
0
 private void OnExpUpdatedHandler()
 {
     fillCharacterExpImage.fillAmount = (float)_characterStatusController.CurrentExp / _characterStatusController.GetNextExpRequire();
     goalExpTMP.text        = string.Format("{0}", _characterStatusController.GetNextExpRequire());
     currentExpTMP.text     = string.Format("{0}", _characterStatusController.CurrentExp);
     characterLevelTMP.text = string.Format("{0}", _characterStatusController.CurrentLevel);
 }
 private void OnExpUpdateHandler()
 {
     _charExpFillImage.fillAmount = (float)_characterStatusController.CurrentExp / _characterStatusController.GetNextExpRequire();
     _charExpRequired.text        = string.Format("{0}", _characterStatusController.GetNextExpRequire());
     _charCurrectExp.text         = string.Format("{0}", _characterStatusController.CurrentExp);
     _charLevelTMP.text           = string.Format("{0}", _characterStatusController.CurrentLevel);
 }
 private void OnExpUpdatedHandler()
 {
     fillCharacterExpImage.fillAmount = (float)characterStatusController.CurrentExp / characterStatusController.GetNextExpRequire();
     goalExpTMP.text         = string.Format("{0}", characterStatusController.GetNextExpRequire());
     currentExpTMP.text      = string.Format("{0}", characterStatusController.CurrentExp);
     characterLevelTMP.text  = string.Format("{0}", characterStatusController.CurrentLevel);
     efficiencyBonusTMP.text = string.Format("{0:p}", playerAction.GetTotalBonusBootupProjectByTime());
     SumEfficienc();
 }