protected virtual void Update() { if (gameObject.tag.Equals("Player")) { Target = Autoaim.GetTarget(); } }
// Update is called once per frame void Update() { _playerLifeBar.fillAmount = _player.LifePoints / _player.GetMaxLife(); _playerShieldBar.fillAmount = _playerShieldManager.CurrentShield / _playerShieldManager.MaxShield; _playerSpeedBar.fillAmount = _player.Speed / _player.MaxSpeed; _laserImage.fillAmount = _playerLaser.CurrentOverHeat / _playerLaser.MaxOverHeat; switch (_playerMissile.CurrentAmmo) { case 0: for (int i = 0; i < _missileImage.Length; ++i) { _missileImage[i].enabled = false; } break; case 1: for (int i = 0; i < _missileImage.Length; ++i) { _missileImage[i].enabled = false; } _missileImage[0].enabled = true; break; case 2: for (int i = 0; i < _missileImage.Length - 1; ++i) { _missileImage[i].enabled = true; } _missileImage[2].enabled = false; break; case 3: for (int i = 0; i < _missileImage.Length; ++i) { _missileImage[i].enabled = true; } break; } _target = _playerAutoAim.GetTarget(); if (_target) { LifeManager targetLife = _target.GetComponent <LifeManager>(); if (targetLife) { _targetLifeBar.fillAmount = targetLife.LifePoints / targetLife.GetMaxLife(); } ShieldManager targetShield = _target.GetComponent <ShieldManager>(); if (targetShield) { _targetShieldBar.fillAmount = targetShield.CurrentShield / targetShield.MaxShield; } } else { _targetLifeBar.fillAmount = 0; _targetShieldBar.fillAmount = 0; } if (!_bWaiting && Time.time > _textStart + _textWait) { InvokeRepeating("WaitingCom", 0, 1); } }