CrosshairManager.cs 7.1 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. namespace HQFPSWeapons.UserInterface
  4. {
  5. public class CrosshairManager : HUD_DisplayerBehaviour
  6. {
  7. [BHeader("GENERAL", true)]
  8. [SerializeField]
  9. private CanvasGroup m_CanvasGroup = null;
  10. [SerializeField]
  11. private Image m_StaticCrosshair = null;
  12. [SerializeField]
  13. private DynamicCrosshair m_DynamicCrosshair = null;
  14. [Space]
  15. [SerializeField]
  16. private bool m_HideWhenRunning = true;
  17. [SerializeField]
  18. private bool m_HideWhenReloading = true;
  19. [SerializeField]
  20. private bool m_ApplyUsePunch = true;
  21. [Space]
  22. [BHeader("Crosshairs...", order = 100)]
  23. [SerializeField]
  24. private bool m_EnableDefaultCrosshair = false;
  25. [SerializeField]
  26. [ShowIf("m_EnableDefaultCrosshair", true)]
  27. private CrosshairData m_DefaultCrosshair = null;
  28. [SerializeField]
  29. private CrosshairData m_RunCrosshair = null;
  30. [SerializeField]
  31. [Group]
  32. private CrosshairData[] m_CustomCrosshairs = null;
  33. private const float CROSSHAIR_UNIT_SCALE = 42f;
  34. private CrosshairData m_CurrentCrosshair;
  35. private CrosshairData m_PreviousCrosshair;
  36. public override void OnPostAttachment()
  37. {
  38. Player.Pause.AddStartListener(OnPauseStart);
  39. Player.Pause.AddStopListener(OnPauseEnd);
  40. Player.EquippedItem.AddChangeListener(OnChanged_HeldItem);
  41. Player.UseOnce.AddListener(ApplyUsePunch);
  42. Player.UseContinuously.AddListener(ApplyUsePunch);
  43. Player.Run.AddStartListener(OnStart_Run);
  44. Player.Run.AddStopListener(OnStop_Run);
  45. Player.Aim.AddStartListener(OnStart_Aim);
  46. Player.Aim.AddStopListener(OnStop_Aim);
  47. Player.Reload.AddStartListener(OnReloadStart);
  48. Player.Reload.AddStopListener(OnReloadEnd);
  49. if(Player.EquippedItem.Get())
  50. OnChanged_HeldItem(Player.EquippedItem.Get());
  51. }
  52. private void Update()
  53. {
  54. if(m_CurrentCrosshair != null)
  55. {
  56. var crosshairType = m_CurrentCrosshair.Type;
  57. var raycastInfo = Player.RaycastData.Get();
  58. bool onEntity = false;
  59. if(raycastInfo != null && raycastInfo.Collider != null && raycastInfo.Collider.GetComponent<Hitbox>())
  60. onEntity = true;
  61. if(crosshairType == CrosshairType.Dynamic && m_DynamicCrosshair != null)
  62. {
  63. m_DynamicCrosshair.SetColor(onEntity ? m_CurrentCrosshair.OnEntityColor : m_CurrentCrosshair.NormalColor);
  64. float distance = m_CurrentCrosshair.DynamicCrosshair.IdleScale * CROSSHAIR_UNIT_SCALE;
  65. if(Player.Crouch.Active)
  66. distance = m_CurrentCrosshair.DynamicCrosshair.CrouchScale * CROSSHAIR_UNIT_SCALE;
  67. else if(Player.Walk.Active)
  68. distance = m_CurrentCrosshair.DynamicCrosshair.WalkScale * CROSSHAIR_UNIT_SCALE;
  69. else if(Player.Run.Active)
  70. distance = m_CurrentCrosshair.DynamicCrosshair.RunScale * CROSSHAIR_UNIT_SCALE;
  71. else if(Player.Jump.Active)
  72. distance = m_CurrentCrosshair.DynamicCrosshair.JumpScale * CROSSHAIR_UNIT_SCALE;
  73. if(Player.Aim.Active)
  74. distance *= m_CurrentCrosshair.DynamicCrosshair.AimMultiplier;
  75. m_DynamicCrosshair.SetDistance(Mathf.MoveTowards(m_DynamicCrosshair.Distance, distance, Time.deltaTime * CROSSHAIR_UNIT_SCALE * m_CurrentCrosshair.DynamicCrosshair.m_MoveSpeed));
  76. }
  77. else if(crosshairType == CrosshairType.Static && m_StaticCrosshair != null)
  78. m_StaticCrosshair.color = onEntity ? m_CurrentCrosshair.OnEntityColor : m_CurrentCrosshair.NormalColor;
  79. }
  80. }
  81. private void SetActive(bool active, CrosshairData crosshair)
  82. {
  83. if(crosshair.Type == CrosshairType.Static)
  84. {
  85. m_StaticCrosshair.enabled = active;
  86. if(active)
  87. {
  88. m_StaticCrosshair.color = new Color(m_StaticCrosshair.color.r, m_StaticCrosshair.color.g, m_StaticCrosshair.color.b, 0);
  89. m_StaticCrosshair.sprite = crosshair.StaticCrosshair.Sprite;
  90. m_StaticCrosshair.rectTransform.sizeDelta = crosshair.StaticCrosshair.Size;
  91. }
  92. }
  93. else
  94. m_DynamicCrosshair.SetActive(active);
  95. }
  96. private void ApplyUsePunch()
  97. {
  98. if(!m_ApplyUsePunch || m_CurrentCrosshair == null)
  99. return;
  100. var crosshairType = m_CurrentCrosshair.Type;
  101. if(crosshairType == CrosshairType.Dynamic && m_DynamicCrosshair != null)
  102. {
  103. float distance = m_CurrentCrosshair.DynamicCrosshair.IdleScale * CROSSHAIR_UNIT_SCALE;
  104. if(Player.Crouch.Active)
  105. distance = m_CurrentCrosshair.DynamicCrosshair.CrouchScale * CROSSHAIR_UNIT_SCALE;
  106. else if(Player.Walk.Active)
  107. distance = m_CurrentCrosshair.DynamicCrosshair.WalkScale * CROSSHAIR_UNIT_SCALE;
  108. else if(Player.Run.Active)
  109. distance = m_CurrentCrosshair.DynamicCrosshair.RunScale * CROSSHAIR_UNIT_SCALE;
  110. else if(Player.Jump.Active)
  111. distance = m_CurrentCrosshair.DynamicCrosshair.JumpScale * CROSSHAIR_UNIT_SCALE;
  112. m_DynamicCrosshair.SetDistance(Mathf.Lerp(m_DynamicCrosshair.Distance, distance * m_CurrentCrosshair.DynamicCrosshair.m_PunchSize, Time.deltaTime * 20f));
  113. }
  114. }
  115. private void OnPauseStart()
  116. {
  117. m_CanvasGroup.alpha = 0f;
  118. m_CanvasGroup.blocksRaycasts = false;
  119. }
  120. private void OnPauseEnd()
  121. {
  122. m_CanvasGroup.alpha = 1f;
  123. m_CanvasGroup.blocksRaycasts = true;
  124. }
  125. private void OnChanged_HeldItem(SaveableItem item)
  126. {
  127. if(m_CurrentCrosshair != null)
  128. {
  129. SetActive(false, m_CurrentCrosshair);
  130. m_CurrentCrosshair = null;
  131. }
  132. try
  133. {
  134. if (item.Data != null)
  135. {
  136. for (int i = 0; i < m_CustomCrosshairs.Length; i++)
  137. if (m_CustomCrosshairs[i].ItemName == item.Data.Name)
  138. {
  139. m_CurrentCrosshair = m_CustomCrosshairs[i];
  140. SetActive(true, m_CurrentCrosshair);
  141. return;
  142. }
  143. }
  144. }
  145. catch {; }
  146. if (m_EnableDefaultCrosshair)
  147. {
  148. m_CurrentCrosshair = m_DefaultCrosshair;
  149. SetActive(true, m_CurrentCrosshair);
  150. }
  151. }
  152. private void OnStart_Run()
  153. {
  154. if (m_HideWhenRunning)
  155. SetActive(false, m_CurrentCrosshair);
  156. else if (m_RunCrosshair != null && Player.ActiveEquipmentItem.Val != null)
  157. {
  158. if (m_CurrentCrosshair != null)
  159. {
  160. SetActive(false, m_CurrentCrosshair);
  161. }
  162. m_PreviousCrosshair = m_CurrentCrosshair;
  163. m_CurrentCrosshair = m_RunCrosshair;
  164. SetActive(true, m_CurrentCrosshair);
  165. m_StaticCrosshair.color = new Color(m_RunCrosshair.NormalColor.r, m_RunCrosshair.NormalColor.g, m_RunCrosshair.NormalColor.b, 0);
  166. }
  167. }
  168. private void OnStop_Run()
  169. {
  170. if (m_CurrentCrosshair == null)
  171. return;
  172. if (m_RunCrosshair != null && Player.ActiveEquipmentItem.Val != null)
  173. {
  174. SetActive(false, m_CurrentCrosshair);
  175. m_CurrentCrosshair = m_PreviousCrosshair;
  176. }
  177. if (((Player.Aim.Active && !m_CurrentCrosshair.ShowWhenAiming) || !Player.Aim.Active) && m_CurrentCrosshair != null)
  178. SetActive(true, m_CurrentCrosshair);
  179. }
  180. private void OnStart_Aim()
  181. {
  182. if(m_CurrentCrosshair != null && !m_CurrentCrosshair.ShowWhenAiming && ((Player.Run.Active && !!m_CurrentCrosshair.ShowWhenAiming) || !Player.Run.Active))
  183. SetActive(false, m_CurrentCrosshair);
  184. }
  185. private void OnStop_Aim()
  186. {
  187. if(m_CurrentCrosshair != null)
  188. SetActive(true, m_CurrentCrosshair);
  189. }
  190. private void OnReloadStart()
  191. {
  192. if(m_CurrentCrosshair != null && m_HideWhenReloading)
  193. SetActive(false, m_CurrentCrosshair);
  194. }
  195. private void OnReloadEnd()
  196. {
  197. if(m_CurrentCrosshair != null && m_HideWhenReloading)
  198. SetActive(true, m_CurrentCrosshair);
  199. }
  200. }
  201. }