public void Unpause() { if (m_is_init) { return; } PlayerComponent player = InGameManager.Instance.local_player; if (player != null) { player.Unpause(); } }
/// <summary> /// 현재 선택된 유닛의 체력을 갱신합니다. /// </summary> public void UpdateHealth() { RectTransform l_transform; bool updown; PlayerComponent local_player = InGameManager.Instance.local_player; int hp = Mathf.CeilToInt(local_player.character.unit.rank.hp); int current_hp = (int)local_player.character.unit.rank.current_hp; if (current_hp < 0) { current_hp = 0; } Debug.Log("hp1 : " + current_hp); RemoveAll(); Debug.Log("hp2 : " + current_hp); Add(hp); /// TODO : 현재 체력에 비례하여 빈 체력으로 변경해줘야 함 Debug.Log("hp : " + current_hp); for (int i = 0; i < m_healths.Count; i++) { if (current_hp >= (i + 1)) { m_healths[i].GetComponent <HealthComponent>().Active(true); } else { m_healths[i].GetComponent <HealthComponent>().Active(false); } updown = i < k_updown_point ? true : false; l_transform = m_healths[i].transform as RectTransform; if (updown) { l_transform.anchorMin += new Vector2(k_Icon_Acnchor_Width * i, 0f); l_transform.anchorMax += new Vector2(k_Icon_Acnchor_Width * i, 0f); } else { l_transform.anchorMin += new Vector2(k_Icon_Acnchor_Width * (i - k_updown_point), k_Icon_Acnchor_Height); l_transform.anchorMax += new Vector2(k_Icon_Acnchor_Width * (i - k_updown_point), k_Icon_Acnchor_Height); } } }