Example #1
0
 public void SetProgressBar(int level, float experience)
 {
     _expForThisLevel         = ExperienceConst.ExpNeededForLevel(level);
     _expForNextLevel         = ExperienceConst.ExpNeededForLevel(level + 1);
     LevelText.text           = string.Format("Level {0}\tExp: {1}/{2}", level, experience, (int)(_expForNextLevel - _expForThisLevel));
     ProgressImage.fillAmount = experience / _expForNextLevel;
 }
Example #2
0
    public void Refresh(PlayerGameData playerGameData)
    {
        float healthPercent = (float)(playerGameData.Health) / (float)(playerGameData.ShipRef.MaxHealth);
        float armorPercent  = (float)(playerGameData.Armor) / (float)(playerGameData.ShipRef.MaxArmor);
        float expPercent    = (float)(ExperienceConst.ExpNeededForLevel(playerGameData.Level)) / (float)(ExperienceConst.ExpNeededForLevel(playerGameData.Level + 1));

        ArmorPercent.text  = string.Format("{0}%", (int)(armorPercent * 100));
        HealthPercent.text = string.Format("{0}%", (int)(healthPercent * 100));
        ExpPercent.text    = string.Format("{0}%", (int)(expPercent * 100));

        Level.text = string.Format("Ship level {0}", playerGameData.Level);

        HealthBar.fillAmount     = healthPercent;
        ArmorBar.fillAmount      = armorPercent;
        ExperienceBar.fillAmount = expPercent;
    }
Example #3
0
 private bool IsAbleToLevelUp()
 {
     return(_playerGameData.Experience >= ExperienceConst.ExpNeededForLevel(_playerGameData.Level + 1));
 }