| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 | 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;			}		}	}}
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