mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
using Fie.Manager;
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using System.Collections.Generic;
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namespace Fie.UI
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{
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public class FieGameUIEnemyLifeGaugeManager : FieGameUIComponentManagerBase
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{
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private Dictionary<int, FieGameUIEnemyLifeGauge> _lifeGaugeList = new Dictionary<int, FieGameUIEnemyLifeGauge>();
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public override void setComponentManagerOwner(FieGameCharacter owner)
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{
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base.setComponentManagerOwner(owner);
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owner.detector.locatedEvent += Detector_locatedEvent;
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owner.detector.missedEvent += Detector_missedEvent;
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}
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private void OnDestroy()
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{
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if (base.componentManagerOwner != null)
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{
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base.componentManagerOwner.detector.locatedEvent -= Detector_locatedEvent;
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base.componentManagerOwner.detector.missedEvent -= Detector_missedEvent;
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}
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}
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private void Detector_missedEvent(FieGameCharacter targetCharacter)
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{
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cleanupListsData();
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}
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private void Detector_locatedEvent(FieGameCharacter targetCharacter)
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{
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if (!(base.componentManagerOwner.detector.enemyTag != targetCharacter.tag) && !(targetCharacter == null))
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{
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cleanupListsData();
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int instanceID = targetCharacter.gameObject.GetInstanceID();
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if (!_lifeGaugeList.ContainsKey(instanceID))
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{
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FieGameUIEnemyLifeGauge fieGameUIEnemyLifeGauge = FieManagerBehaviour<FieGUIManager>.I.CreateGui<FieGameUIEnemyLifeGauge>(targetCharacter);
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if (fieGameUIEnemyLifeGauge == null)
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{
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return;
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}
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_lifeGaugeList[instanceID] = fieGameUIEnemyLifeGauge;
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}
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else
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{
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_lifeGaugeList[instanceID].uiActive = true;
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}
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_lifeGaugeList[instanceID].uiCamera = FieManagerBehaviour<FieGUIManager>.I.uiCamera;
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_lifeGaugeList[instanceID].ownerCharacter = targetCharacter;
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_lifeGaugeList[instanceID].Initialize();
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_lifeGaugeList[instanceID].currentLayer = FieGUIManager.FieUILayer.BACKWORD_SECOND;
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}
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}
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private void cleanupListsData()
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{
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List<int> list = new List<int>();
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foreach (KeyValuePair<int, FieGameUIEnemyLifeGauge> lifeGauge in _lifeGaugeList)
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{
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if (lifeGauge.Value.ownerCharacter == null)
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{
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list.Add(lifeGauge.Key);
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}
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}
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foreach (int item in list)
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{
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_lifeGaugeList.Remove(item);
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}
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}
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}
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}
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