using System.Collections;
using UnityEngine.UI;
using UnityEngine;
public class Item_Sysem : MonoBehaviour {
[Header("Color's")]
public Color Danger_Color;
public Color Save_Color;
public float DangerZone_C = 1;
public float SecBeforeDestroy = 2f;
public GameObject NotEnoughObject;
[Header("Cloth")]
public float Current_Cloth;
public Text Cloth_T;
[Header("Bandage")]
public float AmountHealthAdd = 5;
public float Current_Bandage;
public Text Bandage_T;
[Header("Sticks")]
public float Current_Sticks;
public Text Sticks_T;
[Header("Metal")]
public float Current_Metal;
public Text Metal_T;
[Header("Koper")]
public float Current_Koper;
public Text Koper_T;
[Header("Stone")]
public float Current_Stone;
public Text Stone_T;
void Start()
{
//Sticks
Sticks_T.text = Sticks_T.ToString();
//Cloth
Cloth_T.text = Cloth_T.ToString();
//Bandage
Bandage_T.text = Bandage_T.ToString();
//Metal
Metal_T.text = Metal_T.ToString();
//Koper
Koper_T.text = Koper_T.ToString();
//Stone
Stone_T.text = Stone_T.ToString();
}
//-----------------------------------------------------------------------------------------------------------------
//Stone
public void AddStone(int StoneToAdd)
{
if (Current_Stone + StoneToAdd > 0)
{
Stone_T.color = Save_Color;
Current_Stone += StoneToAdd;
Stone_T.text = Current_Stone.ToString();
}
}
public void SubtractStone(int StoneToSubtract)
{
if (Current_Stone - StoneToSubtract < 0)
{
Stone_T.text = Current_Stone.ToString();
StartCoroutine(NotEnoughFromSomething());
}
else
{
Current_Stone -= StoneToSubtract;
Stone_T.text = Current_Stone.ToString();
}
if (Current_Stone < 1)
{
Stone_T.color = Danger_Color;
}
}
//-----------------------------------------------------------------------------------------------------------------
//Koper
public void AddKoper(int KoperToAdd)
{
if (Current_Koper + KoperToAdd > 0)
{
Koper_T.color = Save_Color;
Current_Koper += KoperToAdd;
Koper_T.text = Current_Koper.ToString();
}
}
public void SubtractKoper(int KoperToSubtract)
{
if (Current_Koper - KoperToSubtract < 0)
{
Koper_T.text = Current_Koper.ToString();
StartCoroutine(NotEnoughFromSomething());
}
else
{
Current_Koper -= KoperToSubtract;
Koper_T.text = Current_Koper.ToString();
}
if (Current_Koper < 1)
{
Koper_T.color = Danger_Color;
}
}
//-----------------------------------------------------------------------------------------------------------------
//Metal
public void AddMetal(int MetalToAdd)
{
if (Current_Metal + MetalToAdd > 0)
{
Metal_T.color = Save_Color;
Current_Metal += MetalToAdd;
Metal_T.text = Current_Metal.ToString();
}
}
public void SubtractMetal(int MetalToSubtract)
{
if (Current_Metal - MetalToSubtract < 0)
{
Metal_T.text = Current_Metal.ToString();
StartCoroutine(NotEnoughFromSomething());
}
else
{
Current_Metal -= MetalToSubtract;
Metal_T.text = Current_Metal.ToString();
}
if (Current_Metal < 1)
{
Metal_T.color = Danger_Color;
}
}
//-----------------------------------------------------------------------------------------------------------------
//Sticks
public void AddSticks(int SticksToAdd)
{
if (Current_Sticks + SticksToAdd > 0)
{
Sticks_T.color = Save_Color;
Current_Sticks += SticksToAdd;
Sticks_T.text = Current_Sticks.ToString();
}
}
public void SubtractSticks(int SticksToSubtract)
{
if (Current_Sticks - SticksToSubtract < 0)
{
Cloth_T.text = Current_Cloth.ToString();
StartCoroutine(NotEnoughFromSomething());
}
else
{
Current_Sticks -= SticksToSubtract;
Sticks_T.text = Current_Sticks.ToString();
}
if (Current_Sticks < 1)
{
Sticks_T.color = Danger_Color;
}
}
//-----------------------------------------------------------------------------------------------------------------
//Cloth
public void AddCloth(int ClothToAdd)
{
if (Current_Cloth + ClothToAdd > 0)
{
Cloth_T.color = Save_Color;
Current_Cloth += ClothToAdd;
Cloth_T.text = Current_Cloth.ToString();
}
}
public void SubtractCloth(int ClothToSubtract)
{
if (Current_Cloth - ClothToSubtract < 0)
{
Cloth_T.text = Current_Cloth.ToString();
StartCoroutine(NotEnoughFromSomething());
}
else
{
Current_Cloth -= ClothToSubtract;
Cloth_T.text = Current_Cloth.ToString();
}
if (Current_Cloth < 1)
{
Cloth_T.color = Danger_Color;
}
}
//-----------------------------------------------------------------------------------------------------------------
//Bandage
public void AddBandage(int BandageToAdd)
{
if (Current_Bandage + BandageToAdd > 0)
{
Bandage_T.color = Save_Color;
Current_Bandage += BandageToAdd;
Bandage_T.text = Current_Bandage.ToString();
}
}
public void SubtractBandage(int BandageToSubtract)
{
if (Current_Bandage - BandageToSubtract < 0)
{
Bandage_T.text = Current_Bandage.ToString();
StartCoroutine(NotEnoughFromSomething());
}
else
{
Current_Bandage -= BandageToSubtract;
Bandage_T.text = Current_Bandage.ToString();
}
if (Current_Bandage < 1)
{
Bandage_T.color = Danger_Color;
}
}
//-----------------------------------------------------------------------------------------------------------------
IEnumerator NotEnoughFromSomething()
{
NotEnoughObject.SetActive(true);
yield return new WaitForSeconds(SecBeforeDestroy);
NotEnoughObject.SetActive(false);
}
}
Hi,
I want to change the string of the text, But wen i start the game it Is Saying in the Text Component String Text (UnityEngine.UI.Text)
Does someone know what i did wrong in the Code Or is it just s bug or something
All Help Is Welcome!
Using: Unity3D 5.5.0b1