using System.Collections; using System.Collections.Generic; using UnityEngine; namespace AibisDream { public class AirLevelDashboard : Dashboard { private Transform _pointer; [SerializeField] private float topPosY; [SerializeField] private float bottomPosY; private int _maxLevel; protected override void OnStart() { _pointer = transform.Find("Pointer"); _maxLevel = engineSystem.config.maxLevel; } protected override void UpdateDashboard(EngineData data) { var singleLevelHeight = (topPosY - bottomPosY) / (_maxLevel - 1); var targetPosY = bottomPosY + data.curAirLevel * singleLevelHeight; _pointer.position = new Vector3(_pointer.position.x, targetPosY, _pointer.position.z); } } }