void SetHUDColor(Wield.Status status, int targetHand) { switch (status) { case Wield.Status.Ready: HUDBar[targetHand].color = Color.black; break; case Wield.Status.Wind: HUDBar[targetHand].color = Color.red; break; case Wield.Status.Cancel: HUDBar[targetHand].color = Color.grey; break; case Wield.Status.Active: HUDBar[targetHand].color = Color.green; break; case Wield.Status.Strike: HUDBar[targetHand].color = Color.magenta; break; case Wield.Status.Recover: HUDBar[targetHand].color = Color.cyan; break; } }
void RpcUpdateHUDImmediate(Wield.Status status, int targetHand, float value) { if (!isLocalPlayer) { return; } HUDBar[targetHand].fillAmount = value; SetHUDColor(status, targetHand); }
void RpcUpdateHUD(Wield.Status status, int targetHand, float value) { if (!isLocalPlayer) { return; } HUDBar[targetHand].fillAmount = Mathf.Lerp(HUDBar[targetHand].fillAmount, value, 36 * Time.deltaTime); SetHUDColor(status, targetHand); }