void Update() { float currenFillRatio = m_Weapon.currentAmmoRatio; ammoFillImage.fillAmount = Mathf.Lerp(ammoFillImage.fillAmount, currenFillRatio, Time.deltaTime * ammoFillMovementSharpness); bool isActiveWeapon = m_Weapon == m_PlayerWeaponsManager_Photon.GetActiveWeapon(); canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha, isActiveWeapon ? 1f : unselectedOpacity, Time.deltaTime * 10); transform.localScale = Vector3.Lerp(transform.localScale, isActiveWeapon ? Vector3.one : unselectedScale, Time.deltaTime * 10); controlKeysRoot.SetActive(!isActiveWeapon); FillBarColorChange.UpdateVisual(currenFillRatio); }
void Start() { m_PlayerWeaponsManager = manager.m_Player.m_WeaponsManager; WeaponController_Photon activeWeapon = m_PlayerWeaponsManager.GetActiveWeapon(); if (activeWeapon) { AddWeapon(activeWeapon, m_PlayerWeaponsManager.activeWeaponIndex); ChangeWeapon(activeWeapon); } m_PlayerWeaponsManager.onAddedWeapon += AddWeapon; m_PlayerWeaponsManager.onRemovedWeapon += RemoveWeapon; m_PlayerWeaponsManager.onSwitchedToWeapon += ChangeWeapon; }