//Pre-Initialisation private void Awake() { //Double check that the tag Canister exists and then apply it to this object this.gameObject.tag = "Canister"; system = GameObject.FindGameObjectWithTag("Base_System").GetComponent <Base_System>(); //None by default as it will be changed later canisterType = FluxType.NONE; //Every canister starts with the charge of Zero || 1 charge = 0; chargeSlider.gameObject.SetActive(false); //Start Colour sliderFill.color = Color.white; // onlyCheckOnce = false; canisterMaterial = GetComponent <Renderer>().materials[1]; //canisterMaterial.SetColor("_canisterColour", Color.red); //canisterMaterial.SetFloat("_canisterLevel", 0.5f); }
/// <summary> /// 将流量表示为 M G 的形式 /// </summary> public static string FluxFormat(double value, FluxType type = FluxType.KB) { switch (type) { case FluxType.Bit: value *= 8; return(FormatByte(value)); case FluxType.B: return(FormatByte(value)); case FluxType.KB: if (value > 1000000) { return(String.Format("{0:###.##} G", value / 1000000.0)); } else if (value > 1000) { return(String.Format("{0:###.##} M", value / 1000.0)); } else { return(String.Format("{0:###.##} K", value)); } case FluxType.MB: if (value > 1000) { return(String.Format("{0:###.##} G", value / 1000.0)); } else { return(String.Format("{0:###.##} M", value)); } default: return("<0>"); } }