using UnityEngine; using UnityEngine.UI; using TMPro; public class teamUIController : MonoBehaviour { [Header("teammate01")] [Tooltip("父物体-控制整体显隐")] public GameObject objectFather_ally01; [Tooltip("开关")] public bool isAlly01_active = true; [Tooltip("角色图")] public Image teammate01_characterImage; [Tooltip("血条")] public Image teammate01_healthImage; [Tooltip("虚血条")] public Image teammate01_fadehealthImage; [Tooltip("名字文本")] public TextMeshProUGUI teammate01_nameText; [Tooltip("当前生命值/最大生命值")] public TextMeshProUGUI teammate01_healthRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI teammate01_current_scoreText; // rate : now score / max score [Tooltip("角色唯一识别码")] [SerializeField] private int ally01_id; [Tooltip("受击闪红")] public Image teammate01_hurtRedImage; [Header("teammate02")] [Tooltip("父物体-控制整体显隐")] public GameObject objectFather_ally02; [Tooltip("开关")] public bool isAlly02_active = true; [Tooltip("角色图")] public Image teammate02_characterImage; [Tooltip("血条")] public Image teammate02_healthImage; [Tooltip("虚血条")] public Image teammate02_fadehealthImage; [Tooltip("名字文本")] public TextMeshProUGUI teammate02_nameText; [Tooltip("当前生命值/最大生命值")] public TextMeshProUGUI teammate02_healthRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI teammate02_current_scoreText; // rate : now score / max score [Tooltip("角色唯一识别码")] [SerializeField] private int ally02_id; [Tooltip("受击闪红")] public Image teammate02_hurtRedImage; [Header("teammate03")] [Tooltip("父物体-控制整体显隐")] public GameObject objectFather_ally03; [Tooltip("开关")] public bool isAlly03_active = true; [Tooltip("角色图")] public Image teammate03_characterImage; [Tooltip("血条")] public Image teammate03_healthImage; [Tooltip("虚血条")] public Image teammate03_fadehealthImage; [Tooltip("名字文本")] public TextMeshProUGUI teammate03_nameText; [Tooltip("当前生命值/最大生命值")] public TextMeshProUGUI teammate03_healthRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI teammate03_current_scoreText; // rate : now score / max score [Tooltip("角色唯一识别码")] [SerializeField] private int ally03_id; [Tooltip("受击闪红")] public Image teammate03_hurtRedImage; [Header("teammate04")] [Tooltip("父物体-控制整体显隐")] public GameObject objectFather_ally04; [Tooltip("开关")] public bool isAlly04_active = true; [Tooltip("角色图")] public Image teammate04_characterImage; [Tooltip("血条")] public Image teammate04_healthImage; [Tooltip("虚血条")] public Image teammate04_fadehealthImage; [Tooltip("名字文本")] public TextMeshProUGUI teammate04_nameText; [Tooltip("当前生命值/最大生命值")] public TextMeshProUGUI teammate04_healthRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI teammate04_current_scoreText; // rate : now score / max score [Tooltip("角色唯一识别码")] [SerializeField] private int ally04_id; [Tooltip("受击闪红")] public Image teammate04_hurtRedImage; [Header("teammate05")] [Tooltip("父物体-控制整体显隐")] public GameObject objectFather_ally05; [Tooltip("开关")] public bool isAlly05_active = true; [Tooltip("角色图")] public Image teammate05_characterImage; [Tooltip("血条")] public Image teammate05_healthImage; [Tooltip("虚血条")] public Image teammate05_fadehealthImage; [Tooltip("名字文本")] public TextMeshProUGUI teammate05_nameText; [Tooltip("当前生命值/最大生命值")] public TextMeshProUGUI teammate05_healthRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI teammate05_current_scoreText; // rate : now score / max score [Tooltip("角色唯一识别码")] [SerializeField] private int ally05_id; [Tooltip("受击闪红")] public Image teammate05_hurtRedImage; [Header("currentEnemy")] [Tooltip("父物体-控制整体显隐")] public GameObject objectFather_enemy; [Tooltip("开关")] public bool isEnemy_active = true; [Tooltip("角色图")] public Image currentEnemy_characterImage; [Tooltip("血条")] public Image currentEnemy_healthImage; [Tooltip("虚血条")] public Image currentEnemy_fadehealthImage; [Tooltip("名字文本")] public TextMeshProUGUI currentEnemy_nameText; [Tooltip("当前生命值/最大生命值")] public TextMeshProUGUI currentEnemy_healthRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI currentEnemy_current_scoreText; // rate : now score / max score [Tooltip("角色唯一识别码")] [SerializeField] private int enemy_id; [Tooltip("受击闪红")] public Image currentEnemy_hurtRedImage; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { } // Update is called once per frame void Update() { } private void FixedUpdate() { } }