// 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++; } }