projectEli/Assets/Inventory System/ICWM Assets/Inventory/Scripts/Loot/SearchLootIcon.cs

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2022-10-08 02:26:09 +00:00
//********************************************************//
// //
// Copyright © All rights reserved. MyNameIsVoo. 2020. //
// //
// COPYING FORBIDEN //
// //
//********************************************************//
using UnityEngine;
using UnityEngine.UI;
namespace ICWM
{
namespace Loot
{
public class SearchLootIcon : MonoBehaviour
{
[Header("ATTRIBUTES")]
[SerializeField] private int IDSeach = 0;
[SerializeField] private Material m_Material;
[Header("textures ATTRIBUTES")]
[SerializeField] private int colCount = 4;
[SerializeField] private int rowCount = 4;
[Header("animation ATTRIBUTES")]
[SerializeField] private int rowNumber = 0; //Zero Indexed
[SerializeField] private int colNumber = 0; //Zero Indexed
[SerializeField] private int totalCells = 4;
[SerializeField] private float fps = 10;
private float time = 0f;
private void Start()
{
time = 0f;
GetComponent<Image>().material = Instantiate(m_Material);
GetComponent<Image>().material.name = IDSeach.ToString();
}
private void Update()
{
SetSpriteAnimation(colCount, rowCount, rowNumber, colNumber, totalCells, fps);
}
#region PUBLIC
public void ResetMaterial()
{
time = 0f;
// Size of every cell
float sizeX = 1.0f / colCount;
float sizeY = 1.0f / rowCount;
Vector2 size = new Vector2(sizeX, sizeY);
// split into horizontal and vertical index
var uIndex = 0 % colCount;
var vIndex = 0 / colCount;
// build offset
// v coordinate is the bottom of the image in opengl so we need to invert.
float offsetX = (uIndex + colNumber) * size.x;
float offsetY = (1.0f - size.y) - (vIndex + rowNumber) * size.y;
Vector2 offset = new Vector2(offsetX, offsetY);
GetComponent<Image>().material.SetTextureOffset("_MainTex", offset);
GetComponent<Image>().material.SetTextureScale("_MainTex", size);
}
#endregion
#region PRIVATE
private void SetSpriteAnimation(int colCount, int rowCount, int rowNumber, int colNumber, int totalCells, float fps)
{
// Calculate index
int index = 0;
if (IDSeach == 1) // Persent
{
if (LootBase.instance.GetDeltaTimeLootSearching() >= fps)
return;
index = (int)(LootBase.instance.GetDeltaTimeLootSearching() * fps);
}
else
{
index = (int)(time * fps);
time += Time.deltaTime;
}
// Repeat when exhausting all cells
index = index % totalCells;
// Size of every cell
float sizeX = 1.0f / colCount;
float sizeY = 1.0f / rowCount;
Vector2 size = new Vector2(sizeX, sizeY);
// split into horizontal and vertical index
var uIndex = index % colCount;
var vIndex = index / colCount;
// build offset
// v coordinate is the bottom of the image in opengl so we need to invert.
float offsetX = (uIndex + colNumber) * size.x;
float offsetY = (1.0f - size.y) - (vIndex + rowNumber) * size.y;
Vector2 offset = new Vector2(offsetX, offsetY);
GetComponent<Image>().material.SetTextureOffset("_MainTex", offset);
GetComponent<Image>().material.SetTextureScale("_MainTex", size);
}
#endregion
}
}
}