Esempio n. 1
0
    // Start is called before the first frame update
    void Start()
    {
        // コンポーネントの取得
        player       = GetComponent <Player>();
        playerAttack = GetComponent <PlayerAttack>();
        playerBoost  = GetComponent <PlayerBoost>();
        // チャージ状態を表すゲージオブジェクト
        var chargeGauge = transform.Find("ChargeGauge").gameObject;

        // ゲージのオブジェクトからのアニメーターコンポーネントの取得
        this.chargeGauge = chargeGauge.GetComponent <ChargeGauge>();
        // パラメータをセット
        ReadTextParameter();
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButton("Menu"))
        {
            Application.Quit();
        }
        //SPゲージ増減
        if (gauge.Length != Mathf.CeilToInt(PlayerStatus.status.SpiritMax))
        {
            foreach (OrbGauge orbGauge in gauge)
            {
                Destroy(orbGauge.MPGaugeObjects);
            }
            gauge = new OrbGauge[Mathf.CeilToInt(PlayerStatus.status.SpiritMax)];
        }
        for (int i = 0; i < gauge.Length; i++)
        {
            if (gauge[i].MPGaugeObjects == null)
            {
                gauge[i].MPGaugeObjects = Instantiate
                                              (MPOrbsResources,
                                              MPPos.transform.position + new Vector3(Orbsize.x * i * 12, 0, 0),
                                              Quaternion.AngleAxis(0, Vector3.zero),
                                              MPPos.transform);
                gauge[i].GaugeImage = gauge[i].MPGaugeObjects.
                                      GetComponent <GaugeSettles>().Gauges.GetComponent <Image>();
                gauge[i].GaugeMat = Instantiate(gauge[i].GaugeImage.material);
            }
            gauge[i].MPGaugeObjects.GetComponent <GaugeSettles>().Amount =
                Mathf.Clamp(PlayerStatus.status.Spirit - i, 0, 1f);
            gauge[i].GaugeMat.SetFloat
                ("_Hue", -i * 12f);
            gauge[i].GaugeImage.material = gauge[i].GaugeMat;
        }

        MpText.GetComponent <Text>().text = PlayerStatus.status.Spirit.ToString();


        //HPゲージ
        HP.GetComponent <Image>().fillAmount =
            (float)PlayerStatus.status.Life / PlayerStatus.status.LifeMax;
        text.text = PlayerStatus.status.Life + "/" +
                    PlayerStatus.status.LifeMax;
        float type_SP, type_EX;

        if (PlayerStatus.status.castingTime / PlayerStatus.status.CastTime_SP > 1)
        {
            type_SP = 0.5f;
            type_EX = (PlayerStatus.status.castingTime - PlayerStatus.status.CastTime_SP) /
                      PlayerStatus.status.CastTime_EX * 0.5f;
        }
        else
        {
            type_SP = PlayerStatus.status.castingTime /
                      PlayerStatus.status.CastTime_SP * 0.5f;
            type_EX = 0;
        }
        ChargeGauge.GetComponent <Image>().fillAmount = type_SP + type_EX;

        //相手のHPゲージ
        if (TargetedEnemy != null)
        {
            EnemyLifeBar_Hontai.SetActive(true);
            EnemyStatus EStatus = TargetedEnemy.GetComponent <EnemyStatus>();
            TargetedEnemyHpText.GetComponent <Text>().text =
                Mathf.FloorToInt(EStatus.status.hp * 100 / EStatus.status.Maxhp) + "." + Mathf.FloorToInt((EStatus.status.hp * 1000 / EStatus.status.Maxhp) % 10) + "%";
            TargetedEnemyHP.GetComponent <Image>().fillAmount =
                EStatus.status.hp / EStatus.status.Maxhp;
        }
        else
        {
            EnemyLifeBar_Hontai.SetActive(false);
        }
    }