DamageGUI.cs 3.5 KB

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  1. using System;
  2. using System.Collections;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. namespace HQFPSWeapons.UserInterface
  6. {
  7. public class DamageGUI : HUD_DisplayerBehaviour
  8. {
  9. [BHeader("Blood Screen...")]
  10. [SerializeField]
  11. private ImageFader m_BloodScreenFader = null;
  12. [Space]
  13. [BHeader("Damage Indicator...", order = 100)]
  14. [SerializeField]
  15. private RectTransform m_DamageIndicatorRT = null;
  16. [SerializeField]
  17. private ImageFader m_DamageIndicatorFader = null;
  18. [SerializeField]
  19. [Clamp(0f, 512)]
  20. [Tooltip("Damage indicator distance (in pixels) from the screen center.")]
  21. private int m_DamageIndicatorDistance = 128;
  22. private Vector3 m_LastHitPoint;
  23. public override void OnPostAttachment()
  24. {
  25. Player.ChangeHealth.AddListener(OnHealthChanged);
  26. }
  27. private void Update()
  28. {
  29. if(!m_DamageIndicatorFader.Fading)
  30. return;
  31. Vector3 lookDir = Vector3.ProjectOnPlane(Player.LookDirection.Get(), Vector3.up).normalized;
  32. Vector3 dirToPoint = Vector3.ProjectOnPlane(m_LastHitPoint - Player.transform.position, Vector3.up).normalized;
  33. Vector3 rightDir = Vector3.Cross(lookDir, Vector3.up);
  34. float angle = Vector3.Angle(lookDir, dirToPoint) * Mathf.Sign(Vector3.Dot(rightDir, dirToPoint));
  35. m_DamageIndicatorRT.localEulerAngles = Vector3.forward * angle;
  36. m_DamageIndicatorRT.localPosition = m_DamageIndicatorRT.up * m_DamageIndicatorDistance;
  37. }
  38. private void OnHealthChanged(HealthEventData healthEventData)
  39. {
  40. if(healthEventData.Delta < 0f)
  41. {
  42. if(Player.Health.Val > 0)
  43. m_BloodScreenFader.DoFadeCycle(this, healthEventData.Delta / 100f);
  44. if(healthEventData.HitPoint != Vector3.zero)
  45. {
  46. m_LastHitPoint = healthEventData.HitPoint;
  47. m_DamageIndicatorFader.DoFadeCycle(this, 1f);
  48. }
  49. }
  50. }
  51. [Serializable]
  52. public class ImageFader
  53. {
  54. public bool Fading { get; private set; }
  55. [SerializeField]
  56. private Image m_Image = null;
  57. [SerializeField]
  58. [Range(0f, 1f)]
  59. private float m_MinAlpha = 0.4f;
  60. [SerializeField]
  61. [Range(0f, 100f)]
  62. private float m_FadeInSpeed = 25f;
  63. [SerializeField]
  64. [Range(0f, 100f)]
  65. private float m_FadeOutSpeed = 0.3f;
  66. [SerializeField]
  67. [Range(0f, 10f)]
  68. private float m_FadeOutPause = 0.5f;
  69. private Coroutine m_FadeHandler;
  70. public void DoFadeCycle(MonoBehaviour parent, float targetAlpha)
  71. {
  72. if (m_Image == null)
  73. {
  74. Debug.LogError("[ImageFader] - The image to fade is not assigned!");
  75. return;
  76. }
  77. targetAlpha = Mathf.Clamp01(Mathf.Max(Mathf.Abs(targetAlpha), m_MinAlpha));
  78. if (m_FadeHandler != null)
  79. parent.StopCoroutine(m_FadeHandler);
  80. m_FadeHandler = parent.StartCoroutine(C_DoFadeCycle(targetAlpha));
  81. }
  82. private IEnumerator C_DoFadeCycle(float targetAlpha)
  83. {
  84. Fading = true;
  85. while (Mathf.Abs(m_Image.color.a - targetAlpha) > 0.01f)
  86. {
  87. 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);
  88. yield return null;
  89. }
  90. m_Image.color = new Color(m_Image.color.r, m_Image.color.g, m_Image.color.b, targetAlpha);
  91. if (m_FadeOutPause > 0f)
  92. yield return new WaitForSeconds(m_FadeOutPause);
  93. while (m_Image.color.a > 0.01f)
  94. {
  95. 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);
  96. yield return null;
  97. }
  98. m_Image.color = new Color(m_Image.color.r, m_Image.color.g, m_Image.color.b, 0f);
  99. Fading = false;
  100. }
  101. }
  102. }
  103. }