private void DisplayText(AmmoText text) { switch (text) { case AmmoText.Eject: text_.text = "EJECT!"; text_.margin = new Vector4(0, 0, 0, 0); break; case AmmoText.Ejecting: text_.text = "EJECTING..."; text_.margin = new Vector4(28, 0, 0, 0); break; case AmmoText.Reload: text_.text = "RELOAD!"; text_.margin = new Vector4(10, 0, 0, 0); break; case AmmoText.Reloading: text_.text = "RELOADING..."; text_.margin = new Vector4(30, 0, 0, 0); break; default: text_.text = ""; break; } }
public void DrawHealth() { //HideHudAndRadarThisFrame(); HideReticle(); HealthText.Caption = Game.Player.Character.Health.ToString(); AmmoText.Caption = Game.PlayerPed.Weapons.Current.AmmoInClip.ToString() + " + " + latestAmmo; if (Game.PlayerPed.IsReloading) { latestAmmo = Game.PlayerPed.Weapons.Current.Ammo - Game.PlayerPed.Weapons.Current.AmmoInClip; } DrawRectangle(0.025f, 0.9038f, 0.12f, 0.035f, 0, 0, 0, 200); float healthPercent = (float)Game.Player.Character.Health / Game.Player.Character.MaxHealth; if (healthPercent < 0) { healthPercent = 0; } if (healthPercent > 1) { healthPercent = 1; } DrawRectangle(0.025f, 0.9038f, healthPercent * 0.12f, 0.035f, 200, 46, 48, 255); DrawRectangle(0.025f, 0.9038f, 0.007f, 0.035f, 150, 1, 3, 255); float ammoPercent = (float)Game.PlayerPed.Weapons.Current.AmmoInClip / Game.PlayerPed.Weapons.Current.MaxAmmoInClip; DrawRectangle(0.025f, 0.94f, 0.12f, 0.03f, 0, 0, 0, 200); DrawRectangle(0.025f, 0.94f, ammoPercent * 0.12f, 0.03f, 206, 155, 1, 200); DrawRectangle(0.025f, 0.94f, 0.007f, 0.03f, 160, 106, 0, 255); HealthText.Draw(); AmmoText.Draw(); }
public void ChangeAmmoUI(int AmmoValue, int num) { //num =0(r), =1(g), =2(b) GameObject[] AmmoTexts = null; GameObject[] AmmoGauges = null; switch (num) { //赤 case 0: AmmoTexts = m_AmmoTexts_Red; AmmoGauges = m_AmmoGauges_Red; break; //緑 case 1: AmmoTexts = m_AmmoTexts_Green; AmmoGauges = m_AmmoGauges_Green; break; //青 case 2: AmmoTexts = m_AmmoTexts_Blue; AmmoGauges = m_AmmoGauges_Blue; break; } //UI更新 foreach (GameObject AmmoText in AmmoTexts) { AmmoText.GetComponent <Text>().text = (AmmoValue).ToString() + " / 255"; } foreach (GameObject AmmoGauge in AmmoGauges) { AmmoGauge.GetComponent <Slider>().value = AmmoValue; } }
private void Awake() { gameplayManager = GameObject.FindObjectOfType <AmmoText>(); }