【Unity チュートリアル】プレイヤーのライフゲージ(HP)作成

スライダーのプロパティと連携させて、ライフを作る。

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class Life : MonoBehaviour {

	public GameObject LifeChara;
	public Slider SliderLife;
	public GameObject HPname;

	public FlickManager FlickManagerScript;



	public static Life instance = null;
	void Awake(){
		if(instance == null){
			instance = this;
		}
		LifeChara.SetActive(false);
	}

	void Start () {
		SliderLife.minValue = 0;
		SliderLife.maxValue = GameObject.Find("FlickManager").GetComponent<FlickManager>().LifeChara;
		// SliderLife.maxValue = FlickManager.instance.LifeChara;
		SliderLife.value = SliderLife.maxValue;

	}
	void Update () {
	}
	public void ResetLife(){
		SliderLife.maxValue = FlickManager.instance.LifeChara;
		SliderLife.value = SliderLife.maxValue;
	}
	public void BanditNamePop(){
		if((SituationCreater.instance.Count) > FlickManagerScript.NumberLevel1){
			LifeChara.SetActive(true);
			HPname.GetComponent<Text>().text = "Bandit";
			// ライフの色
			SliderLife.gameObject.transform.FindChild("FillArea").GetComponentInChildren<Image>().color = new Vector4(1, 0, 0, 1);
		}

	}
	public void HostageNamePop(){
		if((SituationCreater.instance.Count) > FlickManagerScript.NumberLevel1){
			LifeChara.SetActive(true);
			HPname.GetComponent<Text>().text = "Hsotage";
			SliderLife.gameObject.transform.FindChild("FillArea").GetComponentInChildren<Image>().color = new Vector4(0, 0, 1, 1);
		}


	}
	public void NameHide(){
		LifeChara.SetActive(false);
	}
}

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