141 lines
3.5 KiB
C#
141 lines
3.5 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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namespace HQFPSWeapons.UserInterface
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{
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public class DamageGUI : HUD_DisplayerBehaviour
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{
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[BHeader("Blood Screen...")]
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[SerializeField]
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private ImageFader m_BloodScreenFader = null;
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[Space]
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[BHeader("Damage Indicator...", order = 100)]
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[SerializeField]
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private RectTransform m_DamageIndicatorRT = null;
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[SerializeField]
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private ImageFader m_DamageIndicatorFader = null;
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[SerializeField]
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[Clamp(0f, 512)]
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[Tooltip("Damage indicator distance (in pixels) from the screen center.")]
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private int m_DamageIndicatorDistance = 128;
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private Vector3 m_LastHitPoint;
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public override void OnPostAttachment()
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{
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Player.ChangeHealth.AddListener(OnHealthChanged);
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}
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private void Update()
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{
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if(!m_DamageIndicatorFader.Fading)
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return;
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Vector3 lookDir = Vector3.ProjectOnPlane(Player.LookDirection.Get(), Vector3.up).normalized;
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Vector3 dirToPoint = Vector3.ProjectOnPlane(m_LastHitPoint - Player.transform.position, Vector3.up).normalized;
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Vector3 rightDir = Vector3.Cross(lookDir, Vector3.up);
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float angle = Vector3.Angle(lookDir, dirToPoint) * Mathf.Sign(Vector3.Dot(rightDir, dirToPoint));
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m_DamageIndicatorRT.localEulerAngles = Vector3.forward * angle;
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m_DamageIndicatorRT.localPosition = m_DamageIndicatorRT.up * m_DamageIndicatorDistance;
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}
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private void OnHealthChanged(HealthEventData healthEventData)
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{
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if(healthEventData.Delta < 0f)
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{
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if(Player.Health.Val > 0)
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m_BloodScreenFader.DoFadeCycle(this, healthEventData.Delta / 100f);
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if(healthEventData.HitPoint != Vector3.zero)
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{
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m_LastHitPoint = healthEventData.HitPoint;
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m_DamageIndicatorFader.DoFadeCycle(this, 1f);
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}
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}
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}
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[Serializable]
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public class ImageFader
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{
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public bool Fading { get; private set; }
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[SerializeField]
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private Image m_Image = null;
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[SerializeField]
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[Range(0f, 1f)]
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private float m_MinAlpha = 0.4f;
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[SerializeField]
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[Range(0f, 100f)]
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private float m_FadeInSpeed = 25f;
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[SerializeField]
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[Range(0f, 100f)]
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private float m_FadeOutSpeed = 0.3f;
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[SerializeField]
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[Range(0f, 10f)]
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private float m_FadeOutPause = 0.5f;
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private Coroutine m_FadeHandler;
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public void DoFadeCycle(MonoBehaviour parent, float targetAlpha)
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{
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if (m_Image == null)
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{
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Debug.LogError("[ImageFader] - The image to fade is not assigned!");
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return;
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}
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targetAlpha = Mathf.Clamp01(Mathf.Max(Mathf.Abs(targetAlpha), m_MinAlpha));
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if (m_FadeHandler != null)
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parent.StopCoroutine(m_FadeHandler);
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m_FadeHandler = parent.StartCoroutine(C_DoFadeCycle(targetAlpha));
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}
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private IEnumerator C_DoFadeCycle(float targetAlpha)
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{
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Fading = true;
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while (Mathf.Abs(m_Image.color.a - targetAlpha) > 0.01f)
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{
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m_Image.color = Color.Lerp(m_Image.color, new Color(m_Image.color.r, m_Image.color.g, m_Image.color.b, targetAlpha), m_FadeInSpeed * Time.deltaTime);
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yield return null;
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}
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m_Image.color = new Color(m_Image.color.r, m_Image.color.g, m_Image.color.b, targetAlpha);
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if (m_FadeOutPause > 0f)
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yield return new WaitForSeconds(m_FadeOutPause);
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while (m_Image.color.a > 0.01f)
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{
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m_Image.color = Color.Lerp(m_Image.color, new Color(m_Image.color.r, m_Image.color.g, m_Image.color.b, 0f), m_FadeOutSpeed * Time.deltaTime);
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yield return null;
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}
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m_Image.color = new Color(m_Image.color.r, m_Image.color.g, m_Image.color.b, 0f);
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Fading = false;
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}
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}
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}
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}
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