146 lines
4.8 KiB
C#
146 lines
4.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/hudref-mb-hudshieldmeter.html")]
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[RequireComponent(typeof(RectTransform))]
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public class HudShieldMeter : PlayerCharacterHudBase
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{
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[SerializeField, Tooltip("A shield meter step (in the object hierarchy) that can be duplicated for multiple steps.")]
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private HudShieldMeterStep m_StepPrototype = null;
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private List<HudShieldMeterStep> m_Steps = null;
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protected IShieldManager shield
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{
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get;
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private set;
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}
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private void OnValidate()
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{
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if (m_StepPrototype == null)
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m_StepPrototype = GetComponentInChildren<HudShieldMeterStep>(true);
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}
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public override void OnPlayerCharacterChanged(ICharacter character)
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{
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// Remove old steps objects
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if (m_Steps != null)
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{
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for (int i = 1; i < m_Steps.Count; ++i)
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Destroy(m_Steps[i].gameObject);
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m_Steps = null;
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}
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// Unsubscribe from old shield
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if (shield != null)
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{
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shield.onShieldValueChanged -= OnShieldValueChangedInternal;
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shield.onShieldStateChanged -= OnShieldStateChanged;
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shield.onShieldConfigChanged -= OnShieldConfigChanged;
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}
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// Get new shield
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if (character != null && m_StepPrototype != null)
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{
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shield = character.GetComponent<IShieldManager>();
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if (shield != null)
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{
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// Subscribe
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shield.onShieldValueChanged += OnShieldValueChangedInternal;
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shield.onShieldStateChanged += OnShieldStateChanged;
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shield.onShieldConfigChanged += OnShieldConfigChanged;
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// Set up steps
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var parent = m_StepPrototype.transform.parent;
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m_Steps = new List<HudShieldMeterStep>(shield.shieldStepCount);
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m_Steps.Add(m_StepPrototype);
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for (int i = 1; i < shield.shieldStepCount; ++i)
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m_Steps.Add(Instantiate(m_StepPrototype, parent));
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for (int i = 0; i < m_Steps.Count; ++i)
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m_Steps[i].ResetLayout(i, shield.shieldStepCount);
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// Show HUD
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gameObject.SetActive(true);
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// Update
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UpdateStepMeters();
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}
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else
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gameObject.SetActive(false);
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}
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else
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gameObject.SetActive(false);
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}
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protected virtual void OnShieldValueChangedInternal(IShieldManager s, float from, float to)
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{
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UpdateStepMeters();
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}
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protected virtual void OnShieldStateChanged(IShieldManager s, ShieldState state)
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{
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}
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protected virtual void OnShieldConfigChanged(IShieldManager s)
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{
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// Resize if required
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if (s.shieldStepCount != m_Steps.Count)
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ResizeSteps(s.shieldStepCount);
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// Update step meters
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UpdateStepMeters();
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}
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void UpdateStepMeters()
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{
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// Get the number of filled shield steps & remainder
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int full = Mathf.FloorToInt((shield.shield + 0.01f) / shield.shieldStepCapacity);
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float remainder = shield.shield - (full * shield.shieldStepCapacity);
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// Full steps
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int i = 0;
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for (; i < full; ++i)
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m_Steps[i].fill = 1f;
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// Partial step
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if (remainder > 0.001f)
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{
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m_Steps[i].fill = remainder / shield.shieldStepCapacity;
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++i;
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}
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// Empty steps
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for (; i < m_Steps.Count; ++i)
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m_Steps[i].fill = 0f;
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}
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void ResizeSteps(int to)
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{
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if (to > m_Steps.Count)
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{
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// Get the correct transform parent
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var parent = m_StepPrototype.transform.parent;
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// Resize the list
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m_Steps.Capacity = to;
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// Add new items
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while (m_Steps.Count < to)
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m_Steps.Add(Instantiate(m_StepPrototype, parent));
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}
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else
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{
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// Trim steps
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for (int i = m_Steps.Count - 1; i >= to; --i)
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Destroy(m_Steps[i].gameObject);
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m_Steps.RemoveRange(to, m_Steps.Count - to);
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}
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// Reset step layout
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for (int i = 0; i < m_Steps.Count; ++i)
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m_Steps[i].ResetLayout(i, to);
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}
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}
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}
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