mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
151 lines
4.2 KiB
C#
151 lines
4.2 KiB
C#
|
using Fie.Manager;
|
||
|
using Fie.Object;
|
||
|
using Spine.Unity;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Fie.UI
|
||
|
{
|
||
|
[RequireComponent(typeof(SkeletonAnimation))]
|
||
|
public class FieGameUIIndicator : FieGameUIBase
|
||
|
{
|
||
|
private enum IndicatorState
|
||
|
{
|
||
|
NONE = -1,
|
||
|
HIDDEN,
|
||
|
ENEMY,
|
||
|
INJURY,
|
||
|
INJURY_LOCATE
|
||
|
}
|
||
|
|
||
|
private const string INDICATOR_ANIMATION_NAME_HIDDEN = "hide";
|
||
|
|
||
|
private const string INDICATOR_ANIMATION_NAME_ENEMY = "enemy";
|
||
|
|
||
|
private const string INDICATOR_ANIMATION_NAME_INJURY = "injury";
|
||
|
|
||
|
private const string INDICATOR_ANIMATION_NAME_INJURY_LOCATE = "injury_located";
|
||
|
|
||
|
public FieGUIManager.FieUILayer currentLayer = FieGUIManager.FieUILayer.DEFAULT;
|
||
|
|
||
|
private SkeletonAnimation _skeleton;
|
||
|
|
||
|
private MeshRenderer _rendere;
|
||
|
|
||
|
private IndicatorState _state = IndicatorState.NONE;
|
||
|
|
||
|
public override void Initialize()
|
||
|
{
|
||
|
_state = IndicatorState.NONE;
|
||
|
_skeleton = GetComponent<SkeletonAnimation>();
|
||
|
_rendere = GetComponent<MeshRenderer>();
|
||
|
if (_skeleton == null)
|
||
|
{
|
||
|
Debug.LogError("Skeleton Animation componet dose not found.");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UpdateIndicatorAnimation(IndicatorState.HIDDEN);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override void Terminate()
|
||
|
{
|
||
|
UpdateIndicatorAnimation(IndicatorState.HIDDEN);
|
||
|
}
|
||
|
|
||
|
private void UpdateIndicatorAnimation(IndicatorState state)
|
||
|
{
|
||
|
if (state != _state)
|
||
|
{
|
||
|
switch (state)
|
||
|
{
|
||
|
case IndicatorState.HIDDEN:
|
||
|
_rendere.enabled = false;
|
||
|
break;
|
||
|
case IndicatorState.ENEMY:
|
||
|
_skeleton.AnimationState.SetAnimation(0, "enemy", loop: true);
|
||
|
_rendere.enabled = true;
|
||
|
break;
|
||
|
case IndicatorState.INJURY:
|
||
|
_skeleton.AnimationState.SetAnimation(0, "injury", loop: true);
|
||
|
_rendere.enabled = true;
|
||
|
break;
|
||
|
case IndicatorState.INJURY_LOCATE:
|
||
|
_skeleton.AnimationState.SetAnimation(0, "injury_located", loop: true);
|
||
|
_rendere.enabled = true;
|
||
|
break;
|
||
|
}
|
||
|
_state = state;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
CheckState(base.ownerCharacter);
|
||
|
}
|
||
|
|
||
|
private void CheckState(FieGameCharacter ownerCharacter)
|
||
|
{
|
||
|
if (ownerCharacter == null)
|
||
|
{
|
||
|
Terminate();
|
||
|
base.uiActive = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector3 screenPosition = Vector3.zero;
|
||
|
switch (ownerCharacter.forces)
|
||
|
{
|
||
|
case FieEmittableObjectBase.EmitObjectTag.PLAYER:
|
||
|
if (ownerCharacter.healthStats.hitPoint <= 0f)
|
||
|
{
|
||
|
if (base.uiCamera.isOnScreen(ownerCharacter.centerTransform.position, ref screenPosition))
|
||
|
{
|
||
|
base.transform.position = base.uiCamera.getPositionInUICameraWorld(ownerCharacter.guiPointTransform.position);
|
||
|
base.transform.rotation = Quaternion.identity;
|
||
|
base.transform.localScale = Vector3.one;
|
||
|
UpdateIndicatorAnimation(IndicatorState.INJURY_LOCATE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlaceToScreenCircle(screenPosition);
|
||
|
UpdateIndicatorAnimation(IndicatorState.INJURY);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
case FieEmittableObjectBase.EmitObjectTag.ENEMY:
|
||
|
if (!base.uiCamera.isOnScreen(ownerCharacter.centerTransform.position, ref screenPosition))
|
||
|
{
|
||
|
PlaceToScreenCircle(screenPosition);
|
||
|
UpdateIndicatorAnimation(IndicatorState.ENEMY);
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
UpdateIndicatorAnimation(IndicatorState.HIDDEN);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public float GetAim(Vector2 p1, Vector2 p2)
|
||
|
{
|
||
|
float x = p2.x - p1.x;
|
||
|
float y = p2.y - p1.y;
|
||
|
float num = Mathf.Atan2(y, x);
|
||
|
return num * 57.29578f;
|
||
|
}
|
||
|
|
||
|
private void PlaceToScreenCircle(Vector3 outsidePosition)
|
||
|
{
|
||
|
Vector2 vector = new Vector2((float)Screen.width * 0.5f, (float)Screen.height * 0.5f);
|
||
|
Vector2 normalized = new Vector2((float)Screen.width, (float)Screen.height).normalized;
|
||
|
Vector2 v = new Vector2(outsidePosition.x, outsidePosition.y) - vector;
|
||
|
Vector2 normalized2 = v.normalized;
|
||
|
Vector2 vector2 = vector + new Vector2(normalized2.x * ((float)Screen.width * 0.48f) * normalized.x, normalized2.y * ((float)Screen.height * 0.48f) * normalized.y);
|
||
|
base.transform.rotation = Quaternion.AngleAxis(GetAim(vector, vector2) + 90f, Vector3.forward);
|
||
|
base.transform.localScale = Vector3.one * Mathf.Max(0.75f, Mathf.Min(1.5f, (float)(Screen.width + Screen.height) * 0.5f / Mathf.Max(Vector3.Distance(v, normalized2), 1f)));
|
||
|
base.transform.position = base.uiCamera.camera.ScreenToWorldPoint(vector2);
|
||
|
}
|
||
|
}
|
||
|
}
|