public void ResetSprites() { m_timeSprite.ResetPeices(); m_progressSprite.ResetPeices(); // Resets the ui to be how it should be on activate. foreach (GameObject sptire in m_timeSprite.m_orderedSpriteList) { m_timeSprite.Increment(); } foreach (GameObject sprite in m_progressSprite.m_orderedSpriteList) { m_progressSprite.Deactivate(); } }
void LateUpdate() { this.transform.LookAt(Camera.main.transform); // Currently shows back of sprite rather then front this.transform.Rotate(0, 180, 0); // Look at seems to look exactley away. Could be a problem with the prefab. //if (Input.GetKeyDown(KeyCode.A)) //{ // m_timeSprite.Decrement(); //} //if (Input.GetKeyDown(KeyCode.D)) //{ // m_timeSprite.Increment(); //} float number = (Timer.TimeGet() - m_problemToSpawnOver.GetTime()) / (m_startTime - m_problemToSpawnOver.GetTime()); float number2 = ((float)m_timeSprite.GetActiveSprites() / (float)m_timeSprite.m_orderedSpriteList.Count); // I've done this due to having some issues with data loss. It can be done in the line below but. if (m_timeSprite.GetActiveSprites() != 0) { if (number2 > number) // I was having a loss of data issue. They all need to be floats otherwise loss of data { m_timeSprite.Decrement(); } } if (m_progressSprite.GetActiveSprites() != 0) // So you don't divide by 0; { number = (float)m_problemToSpawnOver.GetButtonPressCount() / (float)m_problemToSpawnOver.GetButtonPressesMax(); number2 = (float)m_progressSprite.GetActiveSprites() / (float)m_progressSprite.m_orderedSpriteList.Count; if (number > number2) { m_progressSprite.Increment(); } } else if (m_problemToSpawnOver.GetButtonPressCount() != 0) // Since start is 0 need a special case. { m_progressSprite.Increment(); } }