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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class GameStats : MonoBehaviour {
public Player Player;
private GameObject _canvas;
private Text _txtMoney;
private Text _txtScore;
private Text _txtHp;
private Slider _sldHp;
private int _displayedScore;
private int _displayedMoney;
private int _displayedHealth;
private void Start() {
_canvas = transform.GetChild (0).gameObject;
_txtMoney = _canvas.transform.Find ("playerMoney").gameObject.GetComponent <Text>();
_txtScore = _canvas.transform.Find ("playerScore").gameObject.GetComponent <Text>();
_sldHp = _canvas.transform.Find("playerHealth").gameObject.GetComponent<Slider>();
}
private void Update () {
if (Player.Money () != _displayedMoney) {
_displayedMoney = Player.Money ();
UpdateMoney (_displayedMoney);
}
if (Player.Score () != _displayedScore) {
_displayedScore = Player.Score ();
UpdateScore (_displayedScore);
}
if (Mathf.RoundToInt(Player.HealthAsPercentage()) != Mathf.RoundToInt(_displayedHealth)) {
_displayedHealth = Player.HealthAsPercentage();
UpdateHealth (_displayedHealth);
if (_displayedHealth <= 10) {
_txtScore.color = Color.red;
}
}
}
private void UpdateScore(int newScore) {
_txtScore.text = ("Score: " + newScore.ToString ());
}
private void UpdateMoney(int newMoney) {
_txtMoney.text = ("Money: " + newMoney.ToString () + "$");
}
private void UpdateHealth(int newHp) {
_sldHp.value = newHp;
}
}
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