114 lines
4.0 KiB
C#
114 lines
4.0 KiB
C#
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using NeoFPS.CharacterMotion;
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using NeoFPS.CharacterMotion.Parameters;
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using NeoFPS.ModularFirearms;
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using System.Collections;
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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-hudfirearmoverheatbar.html")]
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public class HudFirearmOverheatBar : PlayerCharacterHudBase
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{
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[SerializeField, Tooltip("The heat bar rect transform")]
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private RectTransform m_BarRect = null;
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[SerializeField, Tooltip("The rect transform of the cooldown marker")]
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private RectTransform m_CooldownMarkerRect = null;
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[SerializeField, Tooltip("The overheated label")]
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private GameObject m_OverheatedWarning = null;
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private FirearmOverheat m_Overheat = null;
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private FpsInventoryBase m_InventoryBase = null;
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protected override void OnDestroy()
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{
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base.OnDestroy();
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// Unsubscribe from old inventory
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if (m_InventoryBase != null)
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m_InventoryBase.onSelectionChanged -= OnSelectionChanged;
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// Unsubscribe from old weapon
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if (m_Overheat != null)
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m_Overheat.onHeatValueChanged -= OnHeatValueChanged;
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}
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public override void OnPlayerCharacterChanged(ICharacter character)
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{
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if (m_InventoryBase != null)
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m_InventoryBase.onSelectionChanged -= OnSelectionChanged;
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if (character as Component != null)
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m_InventoryBase = character.inventory as FpsInventoryBase;
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else
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m_InventoryBase = null;
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if (m_InventoryBase == null)
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gameObject.SetActive(false);
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else
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{
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m_InventoryBase.onSelectionChanged += OnSelectionChanged;
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OnSelectionChanged(0, m_InventoryBase.selected);
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}
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}
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protected void OnSelectionChanged(int slot, IQuickSlotItem item)
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{
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// Unsubscribe from old weapon
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if (m_Overheat != null)
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m_Overheat.onHeatValueChanged -= OnHeatValueChanged;
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if (item != null)
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m_Overheat = item.GetComponent<FirearmOverheat>();
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else
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m_Overheat = null;
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if (m_Overheat != null)
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{
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// Position the cooldown marker
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if (m_CooldownMarkerRect != null)
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{
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if (m_Overheat.canOverheat && m_Overheat.coolingThreshold > 0f)
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{
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m_CooldownMarkerRect.anchorMin = new Vector2(m_Overheat.coolingThreshold, 0f);
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m_CooldownMarkerRect.anchorMax = new Vector2(m_Overheat.coolingThreshold, 0f);
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var anchoredPos = m_CooldownMarkerRect.anchoredPosition;
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anchoredPos.x = 0f;
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m_CooldownMarkerRect.anchoredPosition = anchoredPos;
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}
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m_CooldownMarkerRect.gameObject.SetActive(false);
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}
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// Attach the on change handler
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m_Overheat.onHeatValueChanged += OnHeatValueChanged;
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OnHeatValueChanged(m_Overheat.heat);
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gameObject.SetActive(true);
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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 OnHeatValueChanged(float to)
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{
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// Scale the progress bar
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if (m_BarRect != null)
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{
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var localScale = m_BarRect.localScale;
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localScale.x = Mathf.Clamp01(to);
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m_BarRect.localScale = localScale;
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}
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// Show the warning
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if (m_Overheat != null)
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{
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if (m_OverheatedWarning != null)
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m_OverheatedWarning.SetActive(m_Overheat.overheated);
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if (m_CooldownMarkerRect != null)
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m_CooldownMarkerRect.gameObject.SetActive(m_Overheat.overheated);
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}
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}
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}
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}
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