// Update is called once per frame void Update() { if (playerStatus.abilityList[playerStatus.currentAbilitySelectNumbe].ability == 0) { frontSPBar.color = Color.blue; frontSPBar.fillAmount = (float)playerStatus.abilityList[playerStatus.currentAbilitySelectNumbe].Sp * playerStatus.SPRecoverPower * playerStatus.GetSpboostMag() / playerStatus.MaxSP; backSPBar.fillAmount = (float)playerStatus.abilityList[playerStatus.currentAbilitySelectNumbe].Sp * playerStatus.SPRecoverPower * playerStatus.GetSpboostMag() / playerStatus.MaxSP; } else { if (playerStatus.abilityList[playerStatus.currentAbilitySelectNumbe].Sp > playerStatus.MaxSP) { frontSPBar.color = Color.red; } else { frontSPBar.color = playerFrontUseSPBarColor; } frontSPBar.fillAmount = (float)playerStatus.abilityList[playerStatus.currentAbilitySelectNumbe].Sp / playerStatus.MaxSP; backSPBar.fillAmount = (float)playerStatus.abilityList[playerStatus.currentAbilitySelectNumbe].Sp / playerStatus.MaxSP; } }