Interface.LateUpdate C# (CSharp) Method

LateUpdate() public method

public LateUpdate ( ) : void
return void
    void LateUpdate()
    {
        // on test si l'élément feu est acheté
        if( playerSkill.getSkill(6).getIsBought() )
        {
            // on enleve le cache de l'élément feu
            FeuCache.border = new RectOffset(0,0,0,0);
        }
        // on test si l'élément glace est acheté
        if( playerSkill.getSkill(9).getIsBought() )
        {
            // on enleve le cache de l'élément glace
            GlaceCache.border = new RectOffset(0,0,0,0);
        }
        // on test si l'élément vent est acheté
        if( playerSkill.getSkill(12).getIsBought() )
        {
            // on enleve le cache de l'élément vent
            VentCache.border = new RectOffset(0,0,0,0);
        }

        // Permet l'affichage du changement de type de magie
        // si on selectionne l'élément feu
        if (Input.GetKeyDown(KeyCode.F1))
        {
            // on verifie si l'élément est acheté et on grise les deux autres
            if(playerSkill.getSkill(6).getIsBought())
            {

                FeuOmbres.border = new RectOffset(0,0,0,0);
            }
            GlaceOmbres.border = new RectOffset(0,0,0,511);
            VentOmbres.border = new RectOffset(0,0,0,511);
        }
        // si on selectionne l'élément glace
        else if (Input.GetKeyDown(KeyCode.F2))
        {
            FeuOmbres.border = new RectOffset(0,0,0,511);
            // on verifie si l'élément est acheté et on grise les deux autres
            if(playerSkill.getSkill(9).getIsBought())
            {
                GlaceOmbres.border = new RectOffset(0,0,0,0);
            }
            VentOmbres.border = new RectOffset(0,0,0,511);
        }
        // si on selectionne l'élément vent
        else if (Input.GetKeyDown(KeyCode.F3))
        {
            FeuOmbres.border = new RectOffset(0,0,0,511);
            GlaceOmbres.border = new RectOffset(0,0,0,511);
            // on verifie si l'élément est acheté et on grise les deux autres
            if(playerSkill.getSkill(12).getIsBought())
            {
                VentOmbres.border = new RectOffset(0,0,0,0);
            }
        }

        if(Time.timeScale != 0)
        {
            // lorsqu'on declenche le chargement d'une skill
            if (Input.GetButtonDown("Fire2"))
            {
                skillLance = true;
                // accesseur player pour les timer
                timerPortee = player.AccessTimePortee();
                timerZone = player.AccessTimeZone();
                timerSuper = player.AccessTimeSuper();
                timerJauge = 0;
                JaugeVide.border = new RectOffset(0,0,0,512);
            }
            // lorsqu'on lance la skill
            if (Input.GetButtonUp("Fire2"))
            {
                skillLance = false;
                timerJauge = -1;
                timerPortee = -1;
                timerZone = -1;
                timerSuper = -1;
            }

            if(skillLance)
            {
                timerJauge += Time.deltaTime;
                float sizeConverter = 197f * ((float)timerJauge/((float)timerSuper-(float)timerPortee));
                int sizeTime = 286 + (int)sizeConverter;

                if( timerJauge >= timerPortee && timerJauge < timerZone)
                {
                    JaugeVerte.border = new RectOffset(0,0,0, sizeTime );
                    JaugeJaune.border = new RectOffset(0,0,0,0);
                    JaugeRouge.border = new RectOffset(0,0,0,0);
                }
                else if( timerJauge >= timerZone && timerJauge < timerSuper)
                {
                    JaugeJaune.border = new RectOffset(0,0,0, sizeTime );
                    JaugeVerte.border = new RectOffset(0,0,0,0);
                    JaugeRouge.border = new RectOffset(0,0,0,0);
                }
                else
                {
                    JaugeVerte.border = new RectOffset(0,0,0,0);
                    JaugeJaune.border = new RectOffset(0,0,0,0);
                    JaugeRouge.border = new RectOffset(0,0,0,483);
                }

            }
            else
            {
                JaugeVide.border = new RectOffset(0,0,0,0);
                JaugeVerte.border = new RectOffset(0,0,0,0);
                JaugeJaune.border = new RectOffset(0,0,0,0);
                JaugeRouge.border = new RectOffset(0,0,0,0);
            }
        }
        else
        {
            JaugeVide.border = new RectOffset(0,0,0,0);
            JaugeVerte.border = new RectOffset(0,0,0,0);
            JaugeJaune.border = new RectOffset(0,0,0,0);
            JaugeRouge.border = new RectOffset(0,0,0,0);
            skillLance = false;
            timerJauge = -1;
            timerPortee = -1;
            timerZone = -1;
            timerSuper = -1;
        }

        /*****     Affichage du score     *****/
        // gestion de la police et de la position de l'expérience du joueur
        // selon la taille du nombre
        if(player.getExperience() < 10)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-5, 50);
            playerXp.fontSize = 35;
        }
        else if(player.getExperience() < 100)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-10, 48);
            playerXp.fontSize = 33;
        }
        else if(player.getExperience() < 1000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-20, 46);
            playerXp.fontSize = 31;
        }
        else if(player.getExperience() < 10000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-25, 44);
            playerXp.fontSize = 29;
        }
        else if(player.getExperience() < 100000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-30, 42);
            playerXp.fontSize = 27;
        }
        else if(player.getExperience() < 1000000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-30, 40);
            playerXp.fontSize = 22;
        }
        else if(player.getExperience() < 10000000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-30, 38);
            playerXp.fontSize = 19;
        }
        else if(player.getExperience() < 100000000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-35, 36);
            playerXp.fontSize = 17;
        }
        else if(player.getExperience() < 1000000000)
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-35, 34);
            playerXp.fontSize = 16;
        }
        else
        {
            playerXp.pixelOffset = new Vector2(Screen.width/2-35, 32);
            playerXp.fontSize = 15;
        }
        playerXp.text = player.getExperience().ToString();
        /***** * * * * * * * * * * * * * *****/

        /*****     Gestion de la vie et du mana     *****/
        float hp = player.getSkillManager().getPv();
        float hpMax = player.getSkillManager().getPvMax();
        float mana = player.getSkillManager().getMana();
        float manaMax = player.getSkillManager().getManaMax();

        // si la vie est inférieure à 0
        if(hp <= 0)
        {
            // on affiche le Game Over et le menu de fin de jeu
            hp = 0;
            gameOverText.enabled=true;
            Screen.showCursor = true;
            Screen.lockCursor = false;
            if (Input.anyKeyDown)
                Application.LoadLevel("MainMenuScene");
        }

        // actualisation de la barre de vie
        double hpBar = (double)hp * (129/(double)hpMax);
        int hpBarPxl = (int)hpBar + 284;

        VieTexture.border = new RectOffset(0,0,0,hpBarPxl);

        // actualisation de la barre de mana
        double manaBar = (double)mana * (122/(double)manaMax);
        int manaBarPxl = (int)manaBar + 288;

        ManaTexture.border = new RectOffset(0,0,0,manaBarPxl);
    }