void init() { gameObject.SetActive(true); isReinforceMode = true; sourceListIndex.Clear(); sourceList.Clear(); originalDisplayData.progressBarValue = originalData.getReinforceProgressPercent(); originalDisplayData.progressLabelValue = Mathf.RoundToInt(originalDisplayData.progressBarValue * 100.0f); targetDisplayData.progressBarValue = originalDisplayData.progressBarValue; targetDisplayData.progressLabelValue = originalDisplayData.progressLabelValue; refresh(true); }
public void setReinforceData(GameIDData data) { float reinforcePercent = data.getReinforceProgressPercent(); int tempLevel = data.reinforceLevel; lbReinforceLevel.text = "l" + tempLevel; if (tempLevel >= GameIDData.MAX_LEVEL) { lbReinforceProgressPercent.text = "MAX"; //"100%"; spReinforeceProgress.fillAmount = 1; } else { lbReinforceProgressPercent.text = Mathf.FloorToInt(reinforcePercent * 100.0f) + "%"; spReinforeceProgress.fillAmount = reinforcePercent; } }