FiE-Game/Assets/Scripts/Fie/UI/FieGameUIPlayerWindow.cs

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2018-11-20 20:10:49 +01:00
using Fie.Object;
using Fie.Ponies;
using Spine.Unity;
using System;
using TMPro;
using UnityEngine;
namespace Fie.UI
{
[RequireComponent(typeof(SkeletonAnimation))]
public class FieGameUIPlayerWindow : FieGameUIBase
{
public enum PlayerWindowAnimationTrack
{
CHARACTER_CHANGE,
DAMAGE
}
private const string PLAYER_WINDOW_ANIMATION_DAMAGE = "damage";
[SerializeField]
private Transform _lifeGaugePositionTransform;
[SerializeField]
private Transform _frinedshipGaugePositionTransform;
[SerializeField]
private Transform _namePositionTransform;
[SerializeField]
private TextMeshPro _nameTextMesh;
[SerializeField]
private FieUIConstant2DText _levelText;
private SkeletonAnimation _skeletonAnimation;
public Transform lifeGaugePositionTransform => _lifeGaugePositionTransform;
public Transform friendshipGaugePositionTransform => _frinedshipGaugePositionTransform;
public Transform namePositionTransform => _namePositionTransform;
public TextMeshPro nameTextMesh => _nameTextMesh;
public FieUIConstant2DText levelText => _levelText;
protected void Awake()
{
_skeletonAnimation = GetComponent<SkeletonAnimation>();
if (_skeletonAnimation == null)
{
throw new Exception("this component require SkeletonAnimation. but didn't.");
}
}
private void OnEnable()
{
Initialize();
}
private void OnDisable()
{
if (!(base.ownerCharacter == null))
{
FiePonies fiePonies = base.ownerCharacter as FiePonies;
fiePonies.damageSystem.damagedEvent -= HealthSystem_damagedEvent;
}
}
public override void Initialize()
{
if (!(base.ownerCharacter == null))
{
FiePonies fiePonies = base.ownerCharacter as FiePonies;
if (!(fiePonies == null))
{
_skeletonAnimation.state.SetAnimation(0, fiePonies.getGameCharacterTypeData().Signature, loop: false);
fiePonies.damageSystem.damagedEvent += HealthSystem_damagedEvent;
}
}
}
private void OnDestroy()
{
if (base.ownerCharacter != null)
{
base.ownerCharacter.damageSystem.damagedEvent -= HealthSystem_damagedEvent;
}
}
private void HealthSystem_damagedEvent(FieGameCharacter attacker, FieDamage damage)
{
_skeletonAnimation.state.SetAnimation(1, "damage", loop: false);
}
}
}