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Question by UnityCupcake · Mar 27 at 03:57 PM · progress-bar

Progress Bar Interactive

alt textHello, I am currently a beginner in Unity scripting. I am trying to make a simple minigame. So, my problem is about how to split progress bar into three checkpoint where each checkpoint need to be pressed in order to progress. I did follow youtube tutorial and managed to make the bar filled to the end.

Here is the code

  public Slider ManaBar;
     private float mana = 20f;
     public float currentMana;
     private float maxManaOne = 30f;
     //private float maxManaTwo = 60f;
     public float maxMana = 1f;
 
     public bool Active = true;
 
     // Update is called once per frame
     void Update()
     {
         //if (Input.GetKeyDown(KeyCode.Space))
         {
             if(currentMana != maxManaOne)
             {
                 currentMana += mana * Time.deltaTime;
 
                 ManaBar.value = currentMana / maxManaOne;
 
             }
           
         }
     }


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Answer by Hellium · Mar 27 at 04:32 PM

 public Slider ManaBar;
 public float ManaRegenerationRate = 1f; // 1 unit / second
 public List<float> manaSteps = new List<float>(){ 10, 20, 30 }; // Change values in inspector, 30 being the max mana value here, make sure the values are sorted
 public KeyCode NextStepKey = KeyCode.Space;
 private float mana;

 private float MaxMana => manaSteps[manaSteps.Count - 1];

 void Update()
 {
     float targetMana = GetTargetMana();
     mana = Mathf.MoveTowards(mana, targetMana, ManaRegenerationRate * Time.deltaTime);
     ManaBar.value = mana / MaxMana;
 }

 private float GetTargetMana()
 {
     // Loop through all the *intermediate* steps
     for (int i = 0 ; i < manaSteps.Count - 1 ; i++)
     {
         // If step is reached
         // return next step if key is pressed, or step itself otherwise
         if (Mathf.Approximately(mana, manaSteps[i]))
             return Input.GetKeyDown(NextStepKey) ? manaSteps[i + 1] : manaSteps[i];

         // If next step detected, return it
         if (mana < manaSteps[i])
             return manaSteps[i];
     }

     // Fallback: return last step = max mana
     return MaxMana;
 }
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