spinningcube/Assets/Scripts/ExperienceBar.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ExperienceBar : MonoBehaviour {
// Eventually.. public RectTransform gainedExp
//Array used as expRequired[leveldesired]
[SerializeField]
private int level = 1;
[SerializeField]
private float expObtained = 0;
[SerializeField]
private float expRequired = 100;
[SerializeField]
private float fillAmount;
[SerializeField]
private GameObject levelText;
[SerializeField]
private Image expBarSprite;
[SerializeField]
private float lerpSpeed;
[SerializeField]
private int clicks;
private float clicksNeeded = 10;
private float previousExpRequired;
private float barMovement;
private float barPosition;
private float Increment = 10;
// Use this for initialization
void Start () {
fillAmount = 0;
}
// Update is called once per frame
void Update () {
if (fillAmount != expBarSprite.fillAmount)
{
expBarSprite.fillAmount = Mathf.Lerp(expBarSprite.fillAmount, fillAmount, Time.deltaTime * lerpSpeed);
}
//Check if Exp bar is full
if (expBarSprite.fillAmount >= 1.0f)
{
LevelUp();
clicksNeeded = (expRequired - expObtained) / Increment;
fillAmount = 0;
}
}
public void ExpMore()
{
++clicks;
expObtained = expObtained + Increment;
fillAmount = (expObtained / expRequired);
Debug.Log("fillAmount = " + fillAmount);
}
public void LevelUp()
{
++level;
levelText.GetComponent<Text>().text = level.ToString();
previousExpRequired = expRequired;
expObtained = 0;
expRequired = Mathf.Pow(expRequired, 1.05f);
}
public void ResetExp()
{
level = 1;
levelText.GetComponent<Text>().text = level.ToString();
fillAmount = 0;
expObtained = 0;
expRequired = 100;
clicksNeeded = 10;
clicks = 0;
}
public void ExpLess()
{
--clicks;
expObtained = expObtained - Increment;
fillAmount = (expObtained / expRequired);
Debug.Log("fillAmount = " + fillAmount);
}
}