private void OnExpUpdatedHandler() { fillCharacterExpImage.fillAmount = (float)_characterStatusController.CurrentExp / _characterStatusController.GetNextExpRequire(); goalExpTMP.text = string.Format("{0}", _characterStatusController.GetNextExpRequire()); currentExpTMP.text = string.Format("{0}", _characterStatusController.CurrentExp); characterLevelTMP.text = string.Format("{0}", _characterStatusController.CurrentLevel); }
private void OnExpUpdateHandler() { _charExpFillImage.fillAmount = (float)_characterStatusController.CurrentExp / _characterStatusController.GetNextExpRequire(); _charExpRequired.text = string.Format("{0}", _characterStatusController.GetNextExpRequire()); _charCurrectExp.text = string.Format("{0}", _characterStatusController.CurrentExp); _charLevelTMP.text = string.Format("{0}", _characterStatusController.CurrentLevel); }
private void OnExpUpdatedHandler() { fillCharacterExpImage.fillAmount = (float)characterStatusController.CurrentExp / characterStatusController.GetNextExpRequire(); goalExpTMP.text = string.Format("{0}", characterStatusController.GetNextExpRequire()); currentExpTMP.text = string.Format("{0}", characterStatusController.CurrentExp); characterLevelTMP.text = string.Format("{0}", characterStatusController.CurrentLevel); efficiencyBonusTMP.text = string.Format("{0:p}", playerAction.GetTotalBonusBootupProjectByTime()); SumEfficienc(); }