public void Render(BattleSystem battleSystem, int enemyIndex) { enemyNameText.text = battleSystem.Monsters[enemyIndex].MonsterName; hpScrollbar.size = battleSystem.MonsterBattleFactors[enemyIndex].healthPoint / (float)battleSystem.MonsterBattleFactors[enemyIndex].maxHealthPoint; spScrollbar.size = battleSystem.MonsterBattleFactors[enemyIndex].skillPoint / (float)battleSystem.MonsterBattleFactors[enemyIndex].maxSkillPoint; foreach (Transform child in statusContent) { Destroy(child.gameObject); } statusContent.sizeDelta = new Vector2(statusContent.sizeDelta.x, 60 * battleSystem.PlayerSkillEffectStatuses.Count); foreach (var status in battleSystem.MonstersSkillEffectStatuses[enemyIndex]) { StatusBlock statusBlock = Instantiate(statusBlockPrefab); statusBlock.transform.SetParent(statusContent); statusBlock.Initial(status); } }
public void Render(BattleSystem battleSystem) { playerNameText.text = battleSystem.Player.Name; hpScrollbar.size = battleSystem.Player.AbilityFactors.HP / (float)battleSystem.Player.AbilityFactors.MaxHP; spScrollbar.size = battleSystem.Player.AbilityFactors.SP / (float)battleSystem.Player.AbilityFactors.MaxSP; foreach (Transform child in statusContent) { Destroy(child.gameObject); } statusContent.sizeDelta = new Vector2(statusContent.sizeDelta.x, 60 * battleSystem.PlayerSkillEffectStatuses.Count); foreach (var status in battleSystem.PlayerSkillEffectStatuses) { StatusBlock statusBlock = Instantiate(statusBlockPrefab); statusBlock.transform.SetParent(statusContent); statusBlock.Initial(status); } }