Canvas
Sort Order : 캔버스 우선순위
using UnityEngine.UI;
public class UI : MonoBehaviour
{
[SerializeField] private Text txt_name;
[SerializeField] private Image img_name;
private bool isCoolTime = false;
private float currentTime = 5f;
private float delayTime = 5f;
private void Update()
{
if (isCoolTime)
{
currentTime -= Time.deltaTime;
img_name.fillAmount = currentTime / delayTime;
if (currentTime <= 0)
{
isCoolTime = false;
currentTime = delayTime;
img_name.fillAmount = currentTime;
}
}
//img_name.sprite = sprite; img 바꾸기
//img_name.color = Color.red; 색 바꾸기
//img_name.color.a = 0f; 투명하게 하기
}
public void Change()
{
txt_name.text = "변경됨";
isCoolTime = true;
}
}
using UnityEngine.UI;
public class SliderButton : MonoBehaviour
{
[SerializeField] private Slider slider;
private bool isClick;
private float dotTime = 1f;
private float currentDotTime = 0f;
private void Start()
{
currentDotTime = dotTime;
}
private void Update()
{
if (isClick)
{
currentDotTime -= Time.deltaTime;
if (currentDotTime <= 0)
{
slider.value -= Time.deltaTime;
if (currentDotTime <= -1f)
{
currentDotTime = dotTime;
}
}
}
}
public void Button()
{
isClick = true;
}
}
using UnityEngine.UI;
public class InputFields : MonoBehaviour
{
[SerializeField] private Text text_money;
[SerializeField] private InputField inputTxt_money;
private int currentMoney;
public void Input()
{
currentMoney += int.Parse(inputTxt_money.text);
text_money.text = currentMoney.ToString();
}
public void Output()
{
currentMoney -= int.Parse(inputTxt_money.text);
text_money.text = currentMoney.ToString();
}
}