void EaseMoney() { timeElapsedMoney += Time.deltaTime; //Ease /// variation = change in value /// elapsed = current time /// delay = duration /// offset = startValue float variation = targetMoney - orginalMoney; float elapsed = timeElapsedMoney; float delay = 0.7f; float offset = orginalMoney; float finalMoney = Ease.CubicOut(variation, elapsed, delay, offset); moneyQuantityText.GetComponent <UnityEngine.UI.Text>().text = ((int)finalMoney).ToString(); }
void EaseLife() { int maxLife = GameManager.instance.player.GetComponent <Mortality>().initialHealth; timeElapsedLife += Time.deltaTime; //Ease /// variation = change in value /// elapsed = current time /// delay = duration /// offset = startValue float variation = targetLife - orginalLife; float elapsed = timeElapsedLife; float delay = 0.7f; float offset = orginalLife; float finalLife = Ease.CubicOut(variation, elapsed, delay, offset); lifeText.GetComponent <UnityEngine.UI.Text>().text = maxLife + " / " + (int)finalLife; lifeBar.GetComponent <UnityEngine.UI.Image>().fillAmount = Mathf.Clamp01(finalLife / maxLife); }
void EaseXp() { int level = GameManager.instance.player.GetComponent <PlayerStatsController>().GetLevelForXP(targetXp); int maxXp = GameManager.instance.player.GetComponent <PlayerStatsController>().GetSumXpForLevel(level); timeElapsedXp += Time.deltaTime; //Ease /// variation = change in value /// elapsed = current time /// delay = duration /// offset = startValue float variation = targetXp - orginalXp; float elapsed = timeElapsedXp; float delay = 0.7f; float offset = orginalXp; float finalXp = Ease.CubicOut(variation, elapsed, delay, offset); xpText.GetComponent <UnityEngine.UI.Text>().text = maxXp + " / " + (int)finalXp; xpBar.GetComponent <UnityEngine.UI.Image>().fillAmount = Mathf.Clamp01(finalXp / maxXp); }