spinningcube/Assets/Scripts/ExperienceBar.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ExperienceBar : MonoBehaviour {
//Playerdata -- Needs saved
public int currentLevel = 1;
public float currentExp = 0;
public float currentRequirement = 100;
[SerializeField]
private GameObject currentLevelText;
[SerializeField]
private float fillAmount;
[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 = currentExp / currentRequirement;
}
// Update is called once per frame
void Update () {
fillAmount = currentExp / currentRequirement;
if (currentLevelText.GetComponent<Text>().text != currentLevel.ToString()){
currentLevelText.GetComponent<Text>().text = currentLevel.ToString();
}
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 = (currentRequirement - currentExp) / Increment;
fillAmount = 0;
}
}
public void ExpMore()
{
++clicks;
currentExp = currentExp + Increment;
fillAmount = currentExp / currentRequirement;
Debug.Log("fillAmount = " + fillAmount);
}
public void LevelUp()
{
++currentLevel;
currentLevelText.GetComponent<Text>().text = currentLevel.ToString();
previousExpRequired = currentRequirement;
currentExp -= previousExpRequired;
currentRequirement = Mathf.Pow(currentRequirement, 1.05f);
GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().RaiseRotationSpeed();
}
public void ResetExp()
{
currentLevel = 1;
currentLevelText.GetComponent<Text>().text = currentLevel.ToString();
currentExp = 0;
fillAmount = 0;
currentRequirement = 100;
clicksNeeded = 10;
clicks = 0;
}
public void ExpLess()
{
--clicks;
currentExp = currentExp - Increment;
fillAmount = (currentExp / currentRequirement);
Debug.Log("fillAmount = " + fillAmount);
}
public float GetExperience()
{
float currentExp;
currentExp = this.currentExp;
return currentExp;
}
}