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 = level.ToString(); previousExpRequired = expRequired; expObtained = 0; expRequired = Mathf.Pow(expRequired, 1.05f); } public void ResetExp() { level = 1; levelText.GetComponent().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); } }