mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
372 lines
12 KiB
C#
372 lines
12 KiB
C#
using Fie.Camera;
|
|
using Fie.Enemies;
|
|
using Fie.Manager;
|
|
using Fie.Object;
|
|
using Fie.Object.Abilities;
|
|
using Fie.Utility;
|
|
using ParticlePlayground;
|
|
using Spine;
|
|
using Spine.Unity;
|
|
using System;
|
|
using System.Collections;
|
|
using UnityEngine;
|
|
|
|
namespace Fie.UI
|
|
{
|
|
[RequireComponent(typeof(SkeletonAnimation))]
|
|
public class FieGameUITargetIcon : FieGameUIBase
|
|
{
|
|
public enum CooldownGaugeAnimationTrack
|
|
{
|
|
TARGET,
|
|
COOLDOWN_1,
|
|
COOLDOWN_2,
|
|
COOLDOWN_3
|
|
}
|
|
|
|
private struct CooldownParamters
|
|
{
|
|
public float currentCooldown;
|
|
|
|
public float latestCooldown;
|
|
|
|
public float maximumCoolown;
|
|
|
|
public TrackEntry animationEntry;
|
|
}
|
|
|
|
public FieGUIManager.FieUILayer currentLayer;
|
|
|
|
protected const string TARGET_ICON_ANIMATION_NOT_LOCATED = "idle";
|
|
|
|
protected const string TARGET_ICON_ANIMATION_LOCATED = "located";
|
|
|
|
protected const string TARGET_ICON_ANIMATION_LOCATED_FREELOCK = "located_freelock";
|
|
|
|
protected const string TARGET_ICON_COOLDOWN_META_TAG = "[SLOT_NUM]";
|
|
|
|
protected const string TARGET_ICON_ANIMATION_COOLDOWN = "cooldown_[SLOT_NUM]";
|
|
|
|
protected const string TARGET_ICON_ANIMATION_COOLDOWN_IDLE = "cooldown_[SLOT_NUM]_idle";
|
|
|
|
protected const string TARGET_ICON_ANIMATION_COOLDOWN_COMPLETE = "cooldown_[SLOT_NUM]_end";
|
|
|
|
private const float TARGET_CHANGE_LEAP_TIME = 0.3f;
|
|
|
|
protected SkeletonAnimation _skeletonAnimation;
|
|
|
|
protected FieSkeletonAnimationController _animationManager;
|
|
|
|
[SerializeField]
|
|
public PlaygroundParticlesC targetChangeEffect;
|
|
|
|
private FieObjectEnemies _currentMarkingTarget;
|
|
|
|
private Transform _currentTransform;
|
|
|
|
private Transform _currentMarkingTransform;
|
|
|
|
private Transform _latestTransform;
|
|
|
|
private Vector3 _latestPosition = Vector3.zero;
|
|
|
|
private bool _isInitializePosition = true;
|
|
|
|
private Tweener<TweenTypesInOutSine> _targetPositionTweener = new Tweener<TweenTypesInOutSine>();
|
|
|
|
private CooldownParamters[] _cooldownParams = new CooldownParamters[3];
|
|
|
|
private bool _isEnd;
|
|
|
|
private bool _isLocated;
|
|
|
|
private bool _isFreeCam;
|
|
|
|
protected void Awake()
|
|
{
|
|
_skeletonAnimation = GetComponent<SkeletonAnimation>();
|
|
if (_skeletonAnimation == null)
|
|
{
|
|
throw new Exception("this component require SkeletonAnimation. but didn't.");
|
|
}
|
|
}
|
|
|
|
protected void Start()
|
|
{
|
|
Initialize();
|
|
}
|
|
|
|
private IEnumerator endAnimation(FieAbilitiesSlot.SlotType slot)
|
|
{
|
|
TrackEntry entry = null;
|
|
switch (slot)
|
|
{
|
|
case FieAbilitiesSlot.SlotType.SLOT_1:
|
|
entry = _skeletonAnimation.state.SetAnimation(1, "cooldown_[SLOT_NUM]_end".Replace("[SLOT_NUM]", "1"), loop: false);
|
|
break;
|
|
case FieAbilitiesSlot.SlotType.SLOT_2:
|
|
entry = _skeletonAnimation.state.SetAnimation(2, "cooldown_[SLOT_NUM]_end".Replace("[SLOT_NUM]", "2"), loop: false);
|
|
break;
|
|
case FieAbilitiesSlot.SlotType.SLOT_3:
|
|
entry = _skeletonAnimation.state.SetAnimation(3, "cooldown_[SLOT_NUM]_end".Replace("[SLOT_NUM]", "3"), loop: false);
|
|
break;
|
|
}
|
|
if (entry == null)
|
|
{
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
yield return (object)new WaitForSeconds(entry.endTime);
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
|
|
protected void LateUpdate()
|
|
{
|
|
if (!(base.ownerCharacter == null))
|
|
{
|
|
bool flag = false;
|
|
if (FieManagerBehaviour<FieGameCameraManager>.I.gameCamera != null)
|
|
{
|
|
FieGameCameraTaskLockOn fieGameCameraTaskLockOn = FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.GetCameraTask() as FieGameCameraTaskLockOn;
|
|
if (fieGameCameraTaskLockOn != null)
|
|
{
|
|
flag = !fieGameCameraTaskLockOn.isCameraHorming;
|
|
}
|
|
if (_isFreeCam != flag)
|
|
{
|
|
_targetPositionTweener.InitTweener(0.3f, 0f, 1f);
|
|
_latestPosition = base.transform.position;
|
|
_isLocated = false;
|
|
}
|
|
_isFreeCam = flag;
|
|
}
|
|
Vector3 vector = Vector3.zero;
|
|
if (_currentMarkingTransform != null)
|
|
{
|
|
if (!_isInitializePosition)
|
|
{
|
|
vector = ((!_isFreeCam) ? base.uiCamera.getPositionInUICameraWorld(_currentMarkingTransform.position) : base.uiCamera.camera.ScreenToWorldPoint(FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.tagetMakerScreenPos));
|
|
if (!_isLocated)
|
|
{
|
|
if (!_isFreeCam)
|
|
{
|
|
_skeletonAnimation.state.SetAnimation(0, "located", loop: true);
|
|
}
|
|
else
|
|
{
|
|
_skeletonAnimation.state.SetAnimation(0, "located_freelock", loop: true);
|
|
}
|
|
_isLocated = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vector = _currentMarkingTransform.position;
|
|
if (_isLocated)
|
|
{
|
|
_skeletonAnimation.state.SetAnimation(0, "idle", loop: false);
|
|
_isLocated = false;
|
|
}
|
|
}
|
|
}
|
|
if (_currentMarkingTarget != null)
|
|
{
|
|
_currentMarkingTarget.setHighLightColorByTargetStatus(base.ownerCharacter);
|
|
}
|
|
if (_isFreeCam)
|
|
{
|
|
if (Vector3.Distance(vector, base.transform.position) > 0.01f)
|
|
{
|
|
targetChangeEffect.emit = true;
|
|
}
|
|
else
|
|
{
|
|
targetChangeEffect.emit = false;
|
|
}
|
|
}
|
|
else if (!_targetPositionTweener.IsEnd())
|
|
{
|
|
targetChangeEffect.emit = true;
|
|
}
|
|
else
|
|
{
|
|
targetChangeEffect.emit = false;
|
|
}
|
|
if (_currentMarkingTransform != null)
|
|
{
|
|
float t = _targetPositionTweener.UpdateParameterFloat(Time.deltaTime);
|
|
base.transform.position = Vector3.Lerp(_latestPosition, vector, t);
|
|
}
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
_cooldownParams[i].currentCooldown = base.ownerCharacter.abilitiesContainer.GetCooltime((FieAbilitiesSlot.SlotType)i);
|
|
if (_cooldownParams[i].currentCooldown != _cooldownParams[i].latestCooldown)
|
|
{
|
|
updateGaugeState((FieAbilitiesSlot.SlotType)i);
|
|
}
|
|
else if (_cooldownParams[i].latestCooldown <= 0f)
|
|
{
|
|
continue;
|
|
}
|
|
if (_cooldownParams[i].currentCooldown <= 0f)
|
|
{
|
|
_cooldownParams[i].maximumCoolown = 0.1f;
|
|
StartCoroutine(endAnimation((FieAbilitiesSlot.SlotType)i));
|
|
}
|
|
_cooldownParams[i].latestCooldown = _cooldownParams[i].currentCooldown;
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
if (!(base.ownerCharacter == null))
|
|
{
|
|
base.ownerCharacter.detector.targetChangedEvent += detector_targetChangeEvent;
|
|
_skeletonAnimation.state.SetAnimation(0, "idle", loop: false);
|
|
_cooldownParams[0].animationEntry = _skeletonAnimation.state.SetAnimation(1, "cooldown_[SLOT_NUM]_idle".Replace("[SLOT_NUM]", "1"), loop: false);
|
|
_cooldownParams[1].animationEntry = _skeletonAnimation.state.SetAnimation(2, "cooldown_[SLOT_NUM]_idle".Replace("[SLOT_NUM]", "2"), loop: false);
|
|
_cooldownParams[2].animationEntry = _skeletonAnimation.state.SetAnimation(3, "cooldown_[SLOT_NUM]_idle".Replace("[SLOT_NUM]", "3"), loop: false);
|
|
_isInitializePosition = true;
|
|
_currentTransform = (_currentMarkingTransform = (_latestTransform = FieManagerBehaviour<FieGUIManager>.I.uiPositionList[FieGUIManager.FieUIPositionTag.ABILITY_ICON_3]));
|
|
_latestPosition = _currentTransform.position;
|
|
_targetPositionTweener.InitTweener(0.3f, 1f, 1f);
|
|
FieAbilitiesCooldown cooldownController = base.ownerCharacter.abilitiesContainer.GetCooldownController(FieAbilitiesSlot.SlotType.SLOT_1);
|
|
FieAbilitiesCooldown cooldownController2 = base.ownerCharacter.abilitiesContainer.GetCooldownController(FieAbilitiesSlot.SlotType.SLOT_2);
|
|
FieAbilitiesCooldown cooldownController3 = base.ownerCharacter.abilitiesContainer.GetCooldownController(FieAbilitiesSlot.SlotType.SLOT_3);
|
|
if (cooldownController != null)
|
|
{
|
|
cooldownController.cooldownChangeEvent += cooldownController_Ability1CooldownChangeEvent;
|
|
}
|
|
if (cooldownController2 != null)
|
|
{
|
|
cooldownController2.cooldownChangeEvent += cooldownController_Ability2CooldownChangeEvent;
|
|
}
|
|
if (cooldownController3 != null)
|
|
{
|
|
cooldownController3.cooldownChangeEvent += cooldownController_Ability3CooldownChangeEvent;
|
|
}
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
_cooldownParams[i].currentCooldown = 0f;
|
|
_cooldownParams[i].latestCooldown = 0f;
|
|
_cooldownParams[i].maximumCoolown = 0f;
|
|
updateGaugeState((FieAbilitiesSlot.SlotType)i);
|
|
}
|
|
if (targetChangeEffect != null)
|
|
{
|
|
targetChangeEffect.emit = false;
|
|
}
|
|
_isEnd = false;
|
|
}
|
|
}
|
|
|
|
private void changeTarget(FieGameCharacter target)
|
|
{
|
|
_latestPosition = base.transform.position;
|
|
if (target == null)
|
|
{
|
|
_currentTransform = (_currentMarkingTransform = FieManagerBehaviour<FieGUIManager>.I.uiPositionList[FieGUIManager.FieUIPositionTag.ABILITY_ICON_3]);
|
|
_isInitializePosition = true;
|
|
}
|
|
else
|
|
{
|
|
_currentMarkingTransform = target.centerTransform;
|
|
_currentMarkingTarget = (target as FieObjectEnemies);
|
|
_currentTransform = target.transform;
|
|
_isInitializePosition = false;
|
|
}
|
|
_targetPositionTweener.InitTweener(0.3f, 0f, 1f);
|
|
_latestTransform = _currentTransform;
|
|
}
|
|
|
|
private void cooldownController_Ability1CooldownChangeEvent(float before, float after)
|
|
{
|
|
_cooldownParams[0].currentCooldown = after;
|
|
_cooldownParams[0].latestCooldown = after;
|
|
_cooldownParams[0].maximumCoolown = Mathf.Max(_cooldownParams[0].maximumCoolown, after);
|
|
_cooldownParams[0].animationEntry = _skeletonAnimation.state.SetAnimation(1, "cooldown_[SLOT_NUM]".Replace("[SLOT_NUM]", "1"), loop: false);
|
|
}
|
|
|
|
private void cooldownController_Ability2CooldownChangeEvent(float before, float after)
|
|
{
|
|
_cooldownParams[1].currentCooldown = after;
|
|
_cooldownParams[1].latestCooldown = after;
|
|
_cooldownParams[1].maximumCoolown = Mathf.Max(_cooldownParams[1].maximumCoolown, after);
|
|
_cooldownParams[1].animationEntry = _skeletonAnimation.state.SetAnimation(2, "cooldown_[SLOT_NUM]".Replace("[SLOT_NUM]", "2"), loop: false);
|
|
}
|
|
|
|
private void cooldownController_Ability3CooldownChangeEvent(float before, float after)
|
|
{
|
|
_cooldownParams[2].currentCooldown = after;
|
|
_cooldownParams[2].latestCooldown = after;
|
|
_cooldownParams[2].maximumCoolown = Mathf.Max(_cooldownParams[2].maximumCoolown, after);
|
|
_cooldownParams[2].animationEntry = _skeletonAnimation.state.SetAnimation(3, "cooldown_[SLOT_NUM]".Replace("[SLOT_NUM]", "3"), loop: false);
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
if (!(base.ownerCharacter == null))
|
|
{
|
|
base.ownerCharacter.detector.targetChangedEvent -= detector_targetChangeEvent;
|
|
FieAbilitiesCooldown cooldownController = base.ownerCharacter.abilitiesContainer.GetCooldownController(FieAbilitiesSlot.SlotType.SLOT_1);
|
|
FieAbilitiesCooldown cooldownController2 = base.ownerCharacter.abilitiesContainer.GetCooldownController(FieAbilitiesSlot.SlotType.SLOT_2);
|
|
FieAbilitiesCooldown cooldownController3 = base.ownerCharacter.abilitiesContainer.GetCooldownController(FieAbilitiesSlot.SlotType.SLOT_3);
|
|
if (cooldownController != null)
|
|
{
|
|
cooldownController.cooldownChangeEvent -= cooldownController_Ability1CooldownChangeEvent;
|
|
}
|
|
if (cooldownController2 != null)
|
|
{
|
|
cooldownController2.cooldownChangeEvent -= cooldownController_Ability2CooldownChangeEvent;
|
|
}
|
|
if (cooldownController3 != null)
|
|
{
|
|
cooldownController3.cooldownChangeEvent -= cooldownController_Ability3CooldownChangeEvent;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void updateGaugeState(FieAbilitiesSlot.SlotType slot)
|
|
{
|
|
if (_cooldownParams[(int)slot].animationEntry != null)
|
|
{
|
|
setGaugeAnimationFrame(_cooldownParams[(int)slot].animationEntry, _cooldownParams[(int)slot].latestCooldown, _cooldownParams[(int)slot].maximumCoolown);
|
|
}
|
|
}
|
|
|
|
private void setGaugeAnimationFrame(TrackEntry entry, float latestCooldown, float maxCooldown)
|
|
{
|
|
float num = 1f;
|
|
if (maxCooldown > 0f)
|
|
{
|
|
num = latestCooldown / maxCooldown;
|
|
}
|
|
entry.Time = Mathf.Max(Mathf.Min(entry.endTime - num * entry.endTime, entry.endTime), 0f);
|
|
entry.TimeScale = 0f;
|
|
}
|
|
|
|
private void detector_targetChangeEvent(FieGameCharacter fromTargetCharacter, FieGameCharacter toTargetCharacter)
|
|
{
|
|
if (toTargetCharacter != null && !toTargetCharacter.damageSystem.isDead)
|
|
{
|
|
changeTarget(toTargetCharacter);
|
|
}
|
|
else
|
|
{
|
|
changeTarget(null);
|
|
}
|
|
FieObjectEnemies fieObjectEnemies = fromTargetCharacter as FieObjectEnemies;
|
|
FieObjectEnemies fieObjectEnemies2 = toTargetCharacter as FieObjectEnemies;
|
|
if (fieObjectEnemies != null)
|
|
{
|
|
fieObjectEnemies.isEnableHighLight = false;
|
|
}
|
|
if (fieObjectEnemies2 != null)
|
|
{
|
|
fieObjectEnemies2.isEnableHighLight = true;
|
|
fieObjectEnemies2.setHighLightColorByTargetStatus(base.ownerCharacter);
|
|
}
|
|
}
|
|
}
|
|
}
|