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Question by nkcowmaster · Apr 23, 2020 at 04:07 AM · 2duishootingdisplayammo

Display Ammo Count Above Player

Similar to Towerfall, I am trying to display a graphical ammo count above my player's head; but only when they grab a Power-Up. (I've attached an image of Towerfall for reference, note the Arrows above the player's heads).

I have a single "Weapons Script" that is controlling the projectiles and ammo counts for all Power-Up types.

What I'm seeking help with is displaying the appropriate number of ammo sprites above my player's head, and deactivating them one at a time as the player shoots.

I know a way to do this that is hard-coded, but since each Power-Up has different Ammo Counts, I'm looking for help finding a more dynamic solution.

If it helps, here is my Weapon script code:

     public GameObject projectile;
     public Transform nozzle;
     public Transform nozzleTop;
     public Transform nozzleBot;
 
     public bool standardShot;
     public bool scatterShot;
     public bool homingShot;
     public bool lobberShot;
 
     public float fireRate;
     private float shotTime;
 
     public float ammoCount;
 
     void Start()
     {
         if (scatterShot == true)
         {
             ammoCount = 3f;
         }
 
         if (lobberShot == true)
         {
             ammoCount = 5f;
         }
     }
 
     void FixedUpdate()
     {
         if (standardShot == false && ammoCount == 0f)
         {
             SendMessageUpwards("DefaultWeapon");
         }
 
     }
 
     void Shoot () {
 
         //Standard Shot
         if(Time.time >= shotTime && standardShot)
         {
             Instantiate(projectile, nozzle.position, nozzle.rotation);
             FindObjectOfType<AudioManager>().Play("Shoot");
             shotTime = Time.time + 1 / fireRate;
         }
 
         //Scatter Shot
         if (Time.time >= shotTime && scatterShot)
         {
             Instantiate(projectile, nozzle.position, nozzle.rotation);
             Instantiate(projectile, nozzleTop.position, nozzleTop.rotation);
             Instantiate(projectile, nozzleBot.position, nozzleBot.rotation);
             FindObjectOfType<AudioManager>().Play("weapon_ScatterShot");
 
             ammoCount--;
             shotTime = Time.time + 1 / fireRate;
         }
 
         //Lobber Shot
         if (Time.time >= shotTime && lobberShot)
         {
             Instantiate(projectile, nozzle.position, nozzle.rotation);
             FindObjectOfType<AudioManager>().Play("weapon_LobberShot");
 
             ammoCount--;
             shotTime = Time.time + 1 / fireRate;
         }
 
         //Homing Shot
         if (Time.time >= shotTime && homingShot)
         {
             Instantiate(projectile, nozzle.position, nozzle.rotation);
             FindObjectOfType<AudioManager>().Play("weapon_ScatterShot");
 
             shotTime = Time.time + 1 / fireRate;
         }
     }
 }
 

alt text

Thanks in advance! :D

towerfall.jpg (55.6 kB)
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Answer by Triggerly · Apr 23, 2020 at 03:15 PM

This is the simplest way I can think of.


You can make a text UI and set it as 'World Space' and make it above your sprite. Then make the text a child of the sprite so it follows it. Make public float ammoCount;to public static float ammoCount; and make another script that updates the ammoCount with the text UI.


Sorry if this doesn't work.

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