using TMPro; using UnityEngine; using UnityEngine.UI; public class BattleEnemyStatus : MonoBehaviour { public BattleActiveEnemy ActiveEnemy; [SerializeField] private Image HealthBar; [SerializeField] private Image SpareBar; [SerializeField] private TextMeshProUGUI Health_Text; [SerializeField] private TextMeshProUGUI Spare_Text; public TextMeshProUGUI EnemyName; public void UpdateStatusGraphics() { base.gameObject.name = ActiveEnemy.EnemyInBattle.EnemyName + "_status"; HealthBar.fillAmount = ActiveEnemy.Enemy_Health / ActiveEnemy.Enemy_MaxHealth; SpareBar.fillAmount = ActiveEnemy.Enemy_MercyAmount / 100f; Health_Text.text = Mathf.Ceil(ActiveEnemy.Enemy_Health / ActiveEnemy.Enemy_MaxHealth * 100f) + "%"; Spare_Text.text = ActiveEnemy.Enemy_MercyAmount + "%"; EnemyName.color = Color.white; if (ActiveEnemy.Enemy_MercyAmount >= 100f) { EnemyName.color = Color.yellow; } if (ActiveEnemy.Enemy_IsTired) { EnemyName.color = Color.blue; } EnemyName.text = ActiveEnemy.EnemyInBattle.EnemyName; } }