unity 2d desplay lives left
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LivesSystem : MonoBehaviour
{
public GameObject[] playerLives;
public int currentLives;
public int maxLives;
// Start is called before the first frame update
void Start()
{
CheckLives();
}
// Update is called once per frame
void Update()
{
}
private void CheckLives()
{
if (currentLives == maxLives)
{
playerLives[0].gameObject.SetActive(true);
playerLives[1].gameObject.SetActive(true);
playerLives[2].gameObject.SetActive(true);
playerLives[3].gameObject.SetActive(true);
playerLives[4].gameObject.SetActive(true);
}
else if (currentLives == 4)
{
playerLives[0].gameObject.SetActive(true);
playerLives[1].gameObject.SetActive(true);
playerLives[2].gameObject.SetActive(true);
playerLives[3].gameObject.SetActive(true);
playerLives[4].gameObject.SetActive(false);
}
else if (currentLives == 3)
{
playerLives[0].gameObject.SetActive(true);
playerLives[1].gameObject.SetActive(true);
playerLives[2].gameObject.SetActive(true);
playerLives[3].gameObject.SetActive(false);
playerLives[4].gameObject.SetActive(false);
}
else if (currentLives == 2)
{
playerLives[0].gameObject.SetActive(true);
playerLives[1].gameObject.SetActive(true);
playerLives[2].gameObject.SetActive(false);
playerLives[3].gameObject.SetActive(false);
playerLives[4].gameObject.SetActive(false);
}
else if (currentLives == 1)
{
playerLives[0].gameObject.SetActive(true);
playerLives[1].gameObject.SetActive(false);
playerLives[2].gameObject.SetActive(false);
playerLives[3].gameObject.SetActive(false);
playerLives[4].gameObject.SetActive(false);
}
}
}