void InstantiateBar(int num) { if (num < 0 || num >= progressBarPrefabs.Length) { return; } currentPrefab = num; if (bar != null) { Destroy(bar.gameObject); } #if UNITY_5_2 || UNITY_5_3 || UNITY_5_4_OR_NEWER bar = Instantiate <ProgressBarPro>(progressBarPrefabs[num], prefabParent); #else bar = Instantiate(progressBarPrefabs[num]) as ProgressBarPro; bar.transform.SetParent(prefabParent); #endif bar.gameObject.SetActive(false); bar.transform.localScale = Vector3.one; bar.SetValue(currentValue); bar.gameObject.SetActive(true); prefabName.text = progressBarPrefabs[currentPrefab].gameObject.name; Invoke("EnableBar", 0.01f); }
public void SetValue(float value) { currentValue = value; if (bar != null) { bar.SetValue(value); } }