public void UpdateBarValue(BarMeter2 barFill, float valueIncrease) { //float x = Mathf.Min(barFill.barMeter.rectTransform.sizeDelta.x + percentageValue * max, max); //float y = barFill.barMeter.rectTransform.sizeDelta.y; //barFill.rectTransform.sizeDelta = new Vector2(x, y); //Since we're going by number etc 5 increase 5% of the meter float calChange = (valueIncrease / 100f) * max; barFill.endValue = Mathf.Clamp(barFill.initialValue + (calChange), 0f, max); barFill.initialValue = barFill.endValue; }
void UpdateBar(BarMeter2 barFill) { if (barFill.barMeter.rectTransform.sizeDelta.x < barFill.endValue) { float x = (barFill.barMeter.rectTransform.sizeDelta.x + Mathf.Min(barFill.endValue - barFill.barMeter.rectTransform.sizeDelta.x, Time.deltaTime * 500f)); float y = barFill.barMeter.rectTransform.sizeDelta.y; barFill.barMeter.rectTransform.sizeDelta = new Vector2(x, y); } else if (barFill.barMeter.rectTransform.sizeDelta.x > barFill.endValue) { float x = (barFill.barMeter.rectTransform.sizeDelta.x - Mathf.Min(barFill.barMeter.rectTransform.sizeDelta.x - barFill.endValue, Time.deltaTime * 500f)); float y = barFill.barMeter.rectTransform.sizeDelta.y; barFill.barMeter.rectTransform.sizeDelta = new Vector2(x, y); } }
void Start() { instance = this; //researchFill = researchBar.GetChild(0).GetComponent<Image>(); //infoFill = infoBar.GetChild(0).GetComponent<Image>(); max = researchFill.rectTransform.sizeDelta.x; researchBar = new BarMeter2(researchFill, 0f, 0f); infoBar = new BarMeter2(infoFill, 0f, 0f); ClearBarValue(researchBar); // testing ClearBarValue(infoBar); // testing UpdateBarValue(researchBar, PlayerProperties.ResearchSkillPoints); //Is by 0-100 now, meaning is by percentage increase or decrease. Also, set the static variables from the PlayerProperties here UpdateBarValue(infoBar, PlayerProperties.RequiredInfoPoints); }
void ClearBarValue(BarMeter2 barFill) { float y = barFill.barMeter.rectTransform.sizeDelta.y; barFill.barMeter.rectTransform.sizeDelta = new Vector2(0.0f, y); }