using UnityEngine; using OHM.UnityToolkit.UI; using UnityEngine.Serialization; public class PlayerGauge : CoreBehaviour { [SerializeField] [FormerlySerializedAs("progressionGauge")] private UIIncrementableGauge _progressionGauge; [SerializeField] [FormerlySerializedAs("statusTxt")] private SizePrefabUI _statusTxt; [SerializeField] [FormerlySerializedAs("animGauge")] private Animator _animGauge; public void UpdateGauge(int v, bool force = false) { float value = (float)v / (float)base.CoreDef.player.maxValueRich; if (force) { _progressionGauge.QuickResetToLevel(0, value, force: true); } else { _progressionGauge.SetTargetValue(value, 0); } } public void ChangeStatus(string locKey, Color color) { _statusTxt.SetText(locKey, color); _progressionGauge.changeGaugeColor(color); } public void ActiveGauge(bool active) { base.gameObject.SetActive(active); } public void ActiveDanger(bool active) { _animGauge.SetBool("Danger", active); } public void ActiveMax(bool active) { _animGauge.SetBool("Max", active); } }