void OnGUI()
 {
     GUI.skin = mySkin;
     if (loadingTime < 100)
     {
         loadingLevel = true;
         GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), toolBar [3]);
         GUI.DrawTexture(new Rect(0, Screen.height - 30, loadingTime / 100 * Screen.width, 30), toolBar [4]);
         loadingTime += Time.deltaTime * 100f;
     }
     else
     {
         loadingLevel = false;
     }
     if (bondHp > 0 && !loadingLevel)
     {
         BulletShotFromBond shoot = GetComponent <BulletShotFromBond> ();
         NadeThrowing       nade  = GetComponent <NadeThrowing>();
         GUI.Box(new Rect(9, 5, 90 * bondHealthBar, 10), " ", GUI.skin.GetStyle("bondBar"));
         GUI.Box(new Rect(0, 0, 100, 20), " ", GUI.skin.GetStyle("BondFon"));
         GUI.DrawTexture(new Rect(0, 15, 40, 40), toolBar[0]);
         GUI.DrawTexture(new Rect(0, 40, 40, 40), toolBar[1]);
         GUI.Box(new Rect(50, 20, 40, 40), shoot.bulletsCount.ToString() + "/" + shoot.maxBulletsCount.ToString(), GUI.skin.GetStyle("barNum"));
         GUI.DrawTexture(new Rect(130, 20, 20, 20), toolBar[2]);
         GUI.Label(new Rect(150, 20, 40, 40), shoot.AllBulletsCount.ToString(), GUI.skin.GetStyle("barNum"));
         GUI.Box(new Rect(50, 45, 40, 40), nade.nadeCount.ToString() + "/" + nade.maxNadeCount.ToString(), GUI.skin.GetStyle("barNum"));
     }
 }
 // Use this for initialization
 public void Start()
 {
     nadeCooldown = 0f;
     nadeCount    = maxNadeCount;
     anim         = GetComponent <Animator>();
     bullet       = GetComponent <BulletShotFromBond> ();
     bondFly      = GetComponent <BondFlying> ();
 }
    void OnTriggerEnter2D(Collider2D col)
    {
        if (col.gameObject.tag == "enemyfull")
        {
            Damage(bondHpMax);
            deadwindow = true;
        }
        if (col.gameObject.tag == "deadzone")
        {
            deadwindow = true;
            GameObject.DestroyObject(gameObject);
        }

        if (col.gameObject.tag == "medicine")
        {
            if (bondHp < bondHpMax)
            {
                bondHp++;
                GameObject.DestroyObject(col.gameObject);
            }
        }
        if (col.gameObject.tag == "case")
        {
            BulletShotFromBond shoot     = GetComponent <BulletShotFromBond>();
            NadeThrowing       nadeThrow = GetComponent <NadeThrowing> ();
            int bonusNum = Random.Range(0, 2);
            switch (bonusNum)
            {
            case 0:
                shoot.AllBulletsCount += 10;
                break;

            case 1: {
                if (nadeThrow.nadeCount < nadeThrow.maxNadeCount)
                {
                    nadeThrow.nadeCount++;
                }
                else
                {
                    nadeThrow.maxNadeCount++;
                    nadeThrow.nadeCount++;
                }
                break;
            }

            default: break;
            }
            GameObject.DestroyObject(col.gameObject);
        }
    }
    void Update()
    {
        if (!loadingLevel)
        {
            BondFlying bondFly = GetComponent <BondFlying> ();
            grounded    = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
            onEnemyHead = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsEnemyHead);
            move        = Input.GetAxis("Horizontal");
            anim.SetFloat("Speed", Mathf.Abs(move));
            anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
            BulletShotFromBond shoot     = GetComponent <BulletShotFromBond> ();
            NadeThrowing       nadeThrow = GetComponent <NadeThrowing> ();
            bondHealthBar = (float)bondHp / bondHpMax;

            if (facingRight)
            {
                bullet.orientation = 1f;
                nade.orientation   = 1f;
            }
            else
            {
                bullet.orientation = -1f;
                nade.orientation   = -1f;
            }


            if (bondHp > 0)
            {
                anim.SetBool("Ground", grounded);
                groundRadius = 0.2f;
                if (!nadeThrow.NowIsThrowing)
                {
                    rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
                    if (!bondFly.isFlying && !shoot.nowIsReload && grounded && Input.GetKeyDown(KeyCode.Space))
                    {
                        anim.SetBool("Ground", false);
                        rigidbody2D.AddForce(new Vector2(0f, jumpForce));
                    }
                    if (move > 0 && !facingRight)
                    {
                        Flip();
                    }
                    else if (move < 0 && facingRight)
                    {
                        Flip();
                    }
                }
            }
            else
            {
                anim.SetBool("Dead", true);
                groundRadius         = 0.1f;
                rigidbody2D.velocity = new Vector2(0, rigidbody2D.velocity.y);
                deadwindow           = true;
                if (onLift)
                {
                    rigidbody2D.isKinematic = false;
                }
                else
                if (grounded)
                {
                    rigidbody2D.isKinematic = true;
                }
            }

            if (onEnemyHead)
            {
                anim.SetBool("Ground", onEnemyHead);
            }

            if (Input.GetKey(KeyCode.F3) && bondHp > 0)
            {
                bondHpMax = int.MaxValue;
                bondHp    = int.MaxValue;
            }
        }
    }