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; } } } }