コイン入手枚数をUIに反映
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				|  | @ -1,6 +1,7 @@ | ||||||
| using System; | using System; | ||||||
| using System.Collections; | using System.Collections; | ||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
|  | using TMPro; | ||||||
| using UnityEngine; | using UnityEngine; | ||||||
| using UnityEngine.UI; | using UnityEngine.UI; | ||||||
| 
 | 
 | ||||||
|  | @ -55,6 +56,7 @@ public class CoinManager : SingletonMonoBehaviour<CoinManager> | ||||||
|     private void InstantiateEffeect(RectTransform prefab, int count, Vector3 from, Vector3 to, Action callback) |     private void InstantiateEffeect(RectTransform prefab, int count, Vector3 from, Vector3 to, Action callback) | ||||||
|     { |     { | ||||||
|         var effect = Instantiate(prefab, Vector3.zero, Quaternion.identity, rootTransform); |         var effect = Instantiate(prefab, Vector3.zero, Quaternion.identity, rootTransform); | ||||||
|  |         effect.GetComponentInChildren<TextMeshProUGUI>().text = count.ToString(); | ||||||
|         // アニメ50フレーム |         // アニメ50フレーム | ||||||
|         this.CallWaitForSeconds(1.0f, () => { |         this.CallWaitForSeconds(1.0f, () => { | ||||||
|             // コインが到着したらSEとバイブ再生。コインはずみアニメーションを再生 |             // コインが到着したらSEとバイブ再生。コインはずみアニメーションを再生 | ||||||
|  |  | ||||||
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