// Update is called once per frame void Update() { Shooter = GameObject.FindGameObjectWithTag("Player") .GetComponent <PlayerStatus>().Primary.GetComponent <ShooterBehavior>(); MAX = Mathf.CeilToInt(actor.MaxEnergy); E_CURRENT_INT = Mathf.FloorToInt(actor.Energy); E_CURRENT_FLOAT = Mathf.FloorToInt((actor.Energy - E_CURRENT_INT) * 10); Percentage = Mathf.CeilToInt((actor.Energy / actor.MaxEnergy) * 1000); text.text = Shooter.Name + "\n" + E_CURRENT_INT + "." + E_CURRENT_FLOAT + "/" + MAX + "\n" + "En:" + Mathf.CeilToInt(Percentage / 10) + "." + Mathf.CeilToInt(((actor.Energy / actor.MaxEnergy) * 1000 - Percentage) / 100) + "%"; if (Percentage > 1000) { GaugeBase.fillAmount = 1; GaugeExtra.fillAmount = (actor.Energy / actor.MaxEnergy) - 1f; } else { GaugeBase.fillAmount = (actor.Energy / actor.MaxEnergy); GaugeExtra.fillAmount = 0f; } }
// Update is called once per frame void Update() { PlayerGun = player.GetComponentInChildren <ShooterBehavior>(); Maxlife = Mathf.RoundToInt(Actor.MaxLife * 10); Life = Mathf.RoundToInt(Actor.CurrentLife * 10); bulletrest = PlayerGun.ammo.RestBullet; bulletMax = PlayerGun.ammo.MagCap; if (gameObject.name == "StatusWeapon") { if (player.GetComponentInChildren <ShooterBehavior>().Reloading == true) { i += Time.deltaTime; WeaponString = "Reloading " + Mathf.CeilToInt((player.GetComponentInChildren <ShooterBehavior>() .stat_Time.Reload - i) * 100); } else { i = 0; WeaponString = "Ammo : " + bulletrest + "/" + bulletMax; } text.text = WeaponString; } if (gameObject.name == "StatusHealth") { text.text = Life + "/" + Maxlife; } this.transform.SetSiblingIndex(10); }
void Start() { rb2d = GetComponent <Rigidbody2D>(); weapon = gameObject.GetComponentInChildren <ShooterBehavior>(); startingHealth = health; playerName = transform.name.Split('_')[1]; uiManager = GameObject.Find("GameScreenUI").GetComponent <UIManager>(); }
void Awake() { weapon = gameObject.GetComponentInChildren <ShooterBehavior>(); anim = GetComponent <Animator>(); movementManager = GetComponent <AgentWithMovePattern>(); }