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- 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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