// Use this for initialization void Start() { for (int i = 0; i < transform.childCount; i++) { GameObject child = transform.GetChild(i).gameObject; child.SetActive(true); //Debug.Log(child.name); } //获取组件 if (null == player) { player = GameObject.FindObjectOfType <PlayCharacter>(); } // if (null == txt_Energy) txt_Energy = transform.Find("Info/Text_Energy").GetComponent<Text>(); // if (null == txt_Life) txt_Life = transform.Find("Info/Text_Life").GetComponent<Text>(); // if (null == bar_Energy) bar_Energy = transform.Find("Info/Bar_Energy").GetComponent<ValueBar>(); // if (null == bar_Life) bar_Life = transform.Find("Info/Bar_Life").GetComponent<ValueBar>(); // if (null == txt_AttackPower) txt_AttackPower = transform.Find("Info/Text_AttackPower").GetComponent<Text>(); // bar_Life.gameObject.SetActive(true); // bar_Energy.gameObject.SetActive(true); //初始化 bar_Life.SetValue(0); bar_Life.Hide(0.1f, true); bar_Energy.SetValue(0); bar_Energy.Hide(0.1f, true); //赋值 bar_Life.SetValue(player.life / player.maxLife); bar_Life.Display(1, true); txt_Life.text = ((int)player.life).ToString() + "/" + ((int)(player.maxLife)).ToString(); bar_Energy.SetValue(player.energy / player.maxEnergy); bar_Energy.Display(1, true); txt_Energy.text = ((int)player.energy).ToString() + "/" + ((int)(player.maxEnergy)).ToString(); AttackPower.text = player.attackPower.ToString(); }
// Update is called once per frame void Update() { if (!IsLive()) { return; //如果已死,直接跳过 } //进入感应范围 if (thisLnx.playerisinstartview()) { if (entered) { return; } else { if (null == lifeBar) { InstantiateLIfeBar();//如果变量为空,重新生成预制体 lifeBar.Display(1, true); } else { lifeBar.Display(1, false); } entered = true; } } else { if (!entered) { return; } else { lifeBar.Hide(1, false); entered = false; } } }
public void HideStatus()//隐藏血条和能量条 { EnergyValueBar.Hide(1, false); lifeValueBar.Hide(1, false); }