// Use this for initialization void Start() { text = GetComponent <Text>(); playerNum = (int)transform.parent.gameObject.name[transform.parent.gameObject.name.Length - 1] - 48; maxHealth = GeneralData.GetInitialLife(playerNum); currentHealth = GeneralData.GetCurrentLife(playerNum); text.text = currentHealth + "/" + maxHealth; }
// Update is called once per frame void Update() { if (maxHealth != GeneralData.GetInitialLife(playerNum)) { maxHealth = GeneralData.GetInitialLife(playerNum); } if (currentHealth != GeneralData.GetCurrentLife(playerNum)) { currentHealth = GeneralData.GetCurrentLife(playerNum); } text.text = currentHealth + "/" + maxHealth; }
void Update() { if (gameObject.tag == "Player" && initialLife != GeneralData.GetInitialLife(playerNum)) { Debug.Log("initial life update before : " + initialLife); initialLife = GeneralData.GetInitialLife(playerNum); Debug.Log("initial life update after : " + initialLife); } if (gameObject.tag == "Player" && life != GeneralData.GetCurrentLife(playerNum)) { Debug.Log("current life update before : " + life); life = GeneralData.GetCurrentLife(playerNum); Debug.Log("current life update after : " + life); } }
void Awake() { if (gameObject.tag == "Player") { playerNum = gameObject.GetComponent <PlayerController>().getPlayerNum(); Debug.Log("player Num : " + playerNum); Debug.Log("initial life before : " + initialLife); initialLife = GeneralData.GetInitialLife(playerNum); Debug.Log("initial life after : " + initialLife); life = GeneralData.GetCurrentLife(playerNum); Debug.Log("current life after : " + life); StartCoroutine(RegenerateHealth()); } else { life = initialLife; } }