private void Update() { if (setup) { int roundNumber = gameMode.RoundNumber; PlayerManager manager = gameMode.GetPlayerManager(playerNumber); if (instantiatedPrefabs.Length != gameMode.GetPlayerManager(playerNumber).GetMaxEquipment(roundNumber)) { ReloadDisplay(); } for (int i = 0; i < instantiatedPrefabs.Length; i++) { int colorIndex = 0; if (i >= manager.GetProjectedEquipmentRemaining(0, gameMode.GameState.StepNumber)) { colorIndex++; } if (i >= manager.GetAvailableEquipment(roundNumber)) { colorIndex++; } spriteRenderers[i].color = colorSelections[i].colors[colorIndex]; } } }
public void Update() { int roundNumber = attachedGameMode.RoundNumber; int step = attachedGameMode.GameState.StepNumber; int maxShots = attachedGameMode.GetPlayerManager(playerNumber).GetMaxProjectiles(roundNumber); int shotsRemaining = attachedGameMode.GetPlayerManager(playerNumber).GetAvailableProjectiles(roundNumber); int projectedShotsRemaining = attachedGameMode.GetPlayerManager(playerNumber).GetProjectedProjectilesRemaining(step); float shotsScalar = shotsRemaining / (float)maxShots; float projectedScalar = projectedShotsRemaining / (float)maxShots; imageActualShots.transform.localScale = new Vector3(shotsScalar, 1, 1); imageProjectedShots.transform.localScale = new Vector3(projectedScalar, 1, 1); textAmmo.text = shotsRemaining + "/" + maxShots; }