using System; using System.Collections; using System.Collections.Generic; using TMPro; using Unity.Mathematics; using UnityEngine; using UnityEngine.UI; public class EventWashingBatteryLevel : MonoBehaviour { public TMP_Text txt_battery_num; public GameObject[] m_Lowbatterys; public GameObject[] m_Lights; public void UpdateToken(int token) { txt_battery_num.text = "x" + token; } public void SetPercentage(float percentage) { int count = m_Lights.Length; float step = 1f / count; int belongStep = (percentage > 0) ? (int)math.floor(percentage / step) + 1 : 0; for (int i = 0; i < count; i++) { var item = m_Lights[i]; if (i < belongStep) { if (item.activeSelf == false) { item.SetActive(true); } } else { if (item.activeSelf == true) { item.SetActive(false); } } } } public void SetEnergyShortage() { int count = m_Lowbatterys.Length; for (int i = 0;i < count; i++) { if (m_Lowbatterys[i].activeSelf == false) { m_Lowbatterys[i].SetActive(true); } } if (txt_battery_num.gameObject.activeSelf == true) { txt_battery_num.gameObject.SetActive(false); } } public void SetEnergyEnough() { int count = m_Lowbatterys.Length; for (int i = 0; i < count; i++) { if (m_Lowbatterys[i].activeSelf == true) { m_Lowbatterys[i].SetActive(false); } } if (txt_battery_num.gameObject.activeSelf == false) { txt_battery_num.gameObject.SetActive(true); } } }