zombie_mp/Assets/HQ FPS Weapons/Scripts/UserInterface/HUD/DamageGUI.cs
Sewmina Dilshan 68183e5317 initial
2021-08-23 13:28:33 +05:30

141 lines
3.5 KiB
C#

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