Unity3d - C#|用脚本填充2个图像。 1作品,为什么另一个不起作用?

时间:2015-05-06 16:46:15

标签: c# unity3d

我在团结中执行Healthbar脚本。有用。但是法术力吧脚本没有。我还有一个带有静态变量的脚本,用于健康和法力系统。 我有2张图片,我希望在健康/法力消耗时填充。健康栏有效。但是法力吧不是。没有任何编译错误。只是脚本不起作用。

以下是医疗系统脚本:

using UnityEngine;
using System.Collections;

public class HealthMana : MonoBehaviour {
    public static float CurrentHealth;
    public float MaximumHealth;
    public float RegenSpeed;
    public bool CanRegen;
    public static float CurrentMana;
    public float MaximumMana;
    public float RegenManaSpeed;
    public bool CanRegenMana;
    public void Awake () {
        CurrentHealth = 100.0f;
        MaximumHealth = 100.0f;
        RegenSpeed = 1.0f;
        CanRegen = true;
        CurrentMana = 10.0f;
        MaximumMana = 100.0f;
        RegenManaSpeed = 1.0f;
        CanRegenMana = true;
    }
    void Start () {

    }

    void Update () {
        if (CanRegen == true && CurrentHealth <= MaximumHealth){

            CurrentHealth = CurrentHealth + RegenSpeed * Time.deltaTime;
        }
        if (CanRegenMana == true && CurrentMana <= MaximumMana) {

            CurrentMana = CurrentMana + RegenManaSpeed * Time.deltaTime;
        }

    }
}

ManaUI的代码(图2)

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class ManaUI : MonoBehaviour {






    void Update () {
        Image image = GetComponent<Image>("Image1");


        float fillamount = HealthMana.CurrentMana / 100;
        image.fillAmount = fillamount;

    }
}

healthUI代码是相同的,但它表示CurrentHealth而不是CurrentMana

0 个答案:

没有答案