Trying to lerp image fill amount from this script.
public class ProgressBar : MonoBehaviour
{
public static int minimum;
public static int maximum;
public static int current;
public Image mask;
void Update()
{
GetCurrentFill();
}
void GetCurrentFill()
{
float currentOffset = current - minimum;
float maximumOffset = maximum - minimum;
float fillAmount = currentOffset / maximumOffset;
mask.fillAmount = fillAmount;
}
}
i'm going to explain this code :
Current = current value, minimum = minimum experience to level up, maximum = maximum experience to level up
if(skortotal < 20)
{
playerlevel = 1;
ProgressBar.minimum = 0;
ProgressBar.current = skortotal;
ProgressBar.maximum = 20;
}
if(skortotal >= 20)
{
playerlevel = 2;
ProgressBar.current = skortotal;
ProgressBar.maximum = 50;
ProgressBar.minimum = 20;
}
}
the code already work but i don't know how to make it work using lerp
You asked how to achieve this using Mathf.Lerp, here is my suggestion:
mask.fillAmount = Mathf.Lerp(minimum, maximum, current) / maximum;
Lerp will automatically clamp the values, so the result is always inside of [0..1].
To animate the fill over time you can try this:
float actualValue = 0f; // the goal
float startValue = 0f; // animation start value
float displayValue = 0f; // value during animation
float timer = 0f;
// animate the value from startValue to actualValue using displayValue over time using timer. (needs to be called every frame in Update())
timer += Time.deltaTime;
displayValue = Mathf.Lerp(startValue, actualValue, timer);
mask.fillAmount = displayValue;
To start the animation, do this when you change the actualValue:
actualValue = * some new value *;
startValue = maskFillAmount; // remember amount at animation start
timer = 0f; // reset timer.