public void SetEnergyProgress(float progress) { EnergyProgressBar.SetTransparent(1); BackGroundEnergyProgressBar.SetTransparent(1); EnergyProgressBar.SetProgress(progress); _curEnergyPBTime = 0; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.I) && InterfaceSwitch_enabled) { SetInterfaceVisible(!CurVisible); CharacterFPC.transform.GetComponent <ItemManager> ().HideItems = CurVisible; } //-------------------------- EnergyProgresBar ------------------------// if (_curEnergyPBTime <= EnergyProgressBarDyingDelay) { _curEnergyPBTime += Time.deltaTime; } else { EnergyProgressBar.SetTransparent(0); BackGroundEnergyProgressBar.SetTransparent(0); } }