Reworked ExperienceBar.cs
-Alters expBarSprite's fill amount according to % ( exp gained / required ) -Scales according to viewport -Used Mathf.Lerp() to smooth bar growth over time.deltatime * lerpSpeed -Added clicks integer to keep track of total clicks Needs: -Delevel if ExpLess() called until expObtained < previousExpRequired -Create function to query for previous and future level requirements returned and stored within structs
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@ -4,86 +4,88 @@ using UnityEngine.UI;
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public class ExperienceBar : MonoBehaviour {
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public float expObtained = 0;
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public int level = 0;
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public float Increment = 10;
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public GameObject levelText;
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public float barWidth;
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public float barHeight;
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GameObject expBar;
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// Eventually.. public RectTransform gainedExp
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//Array used as expRequired[leveldesired]
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public float expRequired = 100;
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public float clicksNeeded = 10;
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float barMovement;
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float barPosition;
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[SerializeField]
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private int level = 1;
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[SerializeField]
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private float expObtained = 0;
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[SerializeField]
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private float expRequired = 100;
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[SerializeField]
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private float fillAmount;
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[SerializeField]
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private GameObject levelText;
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[SerializeField]
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private Image expBarSprite;
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[SerializeField]
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private float lerpSpeed;
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[SerializeField]
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private int clicks;
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private float clicksNeeded = 10;
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private float previousExpRequired;
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private float barMovement;
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private float barPosition;
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private float Increment = 10;
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// Use this for initialization
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void Start () {
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expBar = this.gameObject;
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barPosition = 0;
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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fillAmount = 0;
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}
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// Update is called once per frame
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void Update () {
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//Check if Exp bar is full
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if(this.gameObject.GetComponent<RectTransform>().sizeDelta.x == barWidth || expBar.GetComponent<RectTransform>().sizeDelta.x > barWidth)
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if (fillAmount != expBarSprite.fillAmount)
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{
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expBarSprite.fillAmount = Mathf.Lerp(expBarSprite.fillAmount, fillAmount, Time.deltaTime * lerpSpeed);
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}
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//Check if Exp bar is full
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if (expBarSprite.fillAmount >= 1.0f)
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{
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LevelUp();
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clicksNeeded = (expRequired - expObtained) / Increment;
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barPosition = 0;
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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fillAmount = 0;
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}
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}
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public void ExpMore()
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{
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++clicks;
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expObtained = expObtained + Increment;
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//Since increment is 10 && Level 1 = 100
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//10 clicks per level DIVDED BY clicks required for exp gain
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//int clicks = 0;
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//clicks++;
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barMovement = (barWidth / clicksNeeded) / 10.0f ;
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barPosition = barMovement + barPosition;
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Debug.Log("barPosition = " + barPosition);
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//use time.deltatime to smooth this out to make it look better?
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
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fillAmount = (expObtained / expRequired);
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Debug.Log("fillAmount = " + fillAmount);
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}
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public void LevelUp()
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{
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level++;
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++level;
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levelText.GetComponent<Text>().text = level.ToString();
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expRequired = Mathf.Pow(expRequired, 1.05f) + expRequired ;
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previousExpRequired = expRequired;
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expObtained = 0;
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expRequired = Mathf.Pow(expRequired, 1.05f);
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}
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public void ResetExp()
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{
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barPosition = 0;
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition, barHeight);
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expObtained = 0;
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level = 1;
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levelText.GetComponent<Text>().text = level.ToString();
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fillAmount = 0;
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expObtained = 0;
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expRequired = 100;
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clicksNeeded = 10;
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clicks = 0;
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}
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public void ExpLess()
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{
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--clicks;
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expObtained = expObtained - Increment;
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//Since increment is 10 && Level 1 = 100
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//10 clicks per level DIVDED BY clicks required for exp gain
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//int clicks = 0;
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//clicks++;
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barMovement = (barWidth / clicksNeeded) / 10.0f;
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barPosition = barPosition - barMovement;
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Debug.Log("barPosition = " + barPosition);
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//use time.deltatime to smooth this out to make it look better?
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this.gameObject.GetComponent<RectTransform>().sizeDelta = new Vector3(barPosition * 10, barHeight);
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fillAmount = (expObtained / expRequired);
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Debug.Log("fillAmount = " + fillAmount);
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}
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}
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