コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        string ammo = ((int)pickUpWeapon.weapon.GetComponent <Weapon>().ammo).ToString();

        if (ammo == "-2147483648")
        {
            ammo = "∞";//"INF";
            heroAmmoText.fontSize = 100;
        }
        else
        {
            heroAmmoText.fontSize = 60;
        }


        heroAmmoText.text = ammo;

        //weaponsImage.sprite = pickUpWeapon.weapon.GetComponent<SpriteRenderer>().sprite;
        weaponsImage.sprite = pickUpWeapon.weapon.GetComponent <Weapon>().sprite;
        weaponsImage.SetNativeSize();


        enemiesLeft.text   = LevelController.enemyCounter.ToString();
        cureCooldown.color = skills.CureReady ? Color.green : Color.gray;

        heroHealthText.text     = ((int)hero.health).ToString() + " / " + ((int)hero.healthMax).ToString();
        heroEnergyText.text     = ((int)hero.energy).ToString() + " / " + ((int)hero.energyMax).ToString();
        heroExpirienceText.text = "EXPERIENCE: " + Experience.points.ToString();


        HealthUpgarade.image.color  = experience.healthLevel == experience.healthMaxLevel ? new Color(0.29f, 0.0f, 0.5f) : experience.CanHealthUpgrade() ? new Color(1f, 0.84f, 0f) : Color.grey;
        EnergyUpgarade.image.color  = experience.energyLevel == experience.energyhMaxLevel ? new Color(0.29f, 0.0f, 0.5f) : experience.CanEnergyUpgrade() ? new Color(1f, 0.84f, 0f) : Color.grey;
        MovementUpgrade.image.color = experience.movementLevel == experience.movementMaxLevel ? new Color(0.29f, 0.0f, 0.5f) : experience.CanMovementUpgrade() ? new Color(1f, 0.84f, 0f) : Color.grey;
        CureUpgarade.image.color    = experience.cureLevel == experience.cureMaxLevel ? new Color(0.29f, 0.0f, 0.5f) : experience.CanCureUpgrade() ? new Color(1f, 0.84f, 0f) : Color.grey;
        ArmorUpgarade.image.color   = experience.armorLevel == experience.armorMaxLevel ? new Color(0.29f, 0.0f, 0.5f) : experience.CanArmorUpgrade() ? new Color(1f, 0.84f, 0f) : Color.grey;


        heroHealthBar.value = hero.health;
        heroEnergyBar.value = hero.energy;
        //heroExpirienceBar.value = Experience.points;


        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            UpgradeHealth();
        }
        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            UpgradeEnergy();
        }
        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            UpgradeMovement();
        }
        if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            UpgradeCure();
        }
        if (Input.GetKeyDown(KeyCode.Alpha5))
        {
            UpgradeArmor();
        }

        if (Input.GetKeyDown(KeyCode.M))
        {
            isMiniMapVisible = !isMiniMapVisible;
            miniMap.SetActive(isMiniMapVisible);
        }

        if (Input.GetKeyDown(KeyCode.O))
        {
            Experience.points++;
        }
    }