【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); } }