Aimbot-ParallelEnv/Assets/Script/InGame/HPBar.cs
Koha9 25eac00c53 Target & dynamic reward System V1.0
太多了...总之能用了,就这样吧,也懒得用英文写了(;´Д`)
ParameterContainer用于管理所有的Reward和Parameter.
TargetController用于生成目标,然后再让SceneBlockContainer实际生成目标块,并且兼顾reward计算功能和目标观察结果的获取.
EnemyContainer用于生成和删除敌人.
SceneBlockContainer用于生成和删除目标块.

States用于管理HP.
SceneBlock用于管理目标块的...一堆东西,比如目标大小,目标区内人数等和目标所属状态等.
2022-11-29 07:54:08 +09:00

36 lines
1.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HPBar : MonoBehaviour
{
GameObject thisObj;
GameObject BGOBJ;
GameObject gaugeImgOBJ;
void Start()
{
thisObj = transform.parent.gameObject;
BGOBJ = transform.GetChild(0).gameObject;
gaugeImgOBJ = BGOBJ.transform.GetChild(0).gameObject;
Vector3 v = Camera.main.transform.position - transform.position;
v.x = v.z = 0.0f;
transform.LookAt(Camera.main.transform.position - v);
transform.Rotate(0, 180, 0);
}
void Update()
{
Vector3 v = Camera.main.transform.position - transform.position;
v.x = v.z = 0.0f;
transform.LookAt(Camera.main.transform.position - v);
transform.Rotate(0, 180, 0);
float maxHP = thisObj.GetComponent<states>().MaxHP;
float nowHP = thisObj.GetComponent<states>().getnowHP();
gaugeImgOBJ.GetComponent<Image>().fillAmount = nowHP / maxHP;
}
}