projectEli/Assets/NeoFPS/Core/HUD/HudAdvancedCrosshair.cs

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2022-11-07 01:28:33 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using NeoFPS.Constants;
namespace NeoFPS
{
[HelpURL("https://docs.neofps.com/manual/hudref-mb-hudadvancedcrosshair.html")]
[RequireComponent(typeof(RectTransform))]
public class HudAdvancedCrosshair : PlayerCharacterHudBase
{
[SerializeField, Tooltip("The individual crosshairs.")]
private HudAdvancedCrosshairStyleBase[] m_Crosshairs = new HudAdvancedCrosshairStyleBase[FpsCrosshair.count];
[SerializeField, Tooltip("The default crosshair to use (when no valid crosshair driver is being wielded).")]
private FpsCrosshair m_DefaultCrosshair = FpsCrosshair.Default;
private FpsInventoryBase m_InventoryBase = null;
private ICrosshairDriver m_Driver = null;
private ICharacter m_Character = null;
private FpsCrosshair m_CurrentCrosshair = FpsCrosshair.Default;
#if UNITY_EDITOR
protected virtual void OnValidate()
{
// Resize to match constants
int targetCount = FpsCrosshair.count;
if (m_Crosshairs.Length != targetCount)
{
// Allocate replacement array of correct size
HudAdvancedCrosshairStyleBase[] replacement = new HudAdvancedCrosshairStyleBase[targetCount];
// Copy data over
int i = 0;
for (; i < replacement.Length && i < m_Crosshairs.Length; ++i)
replacement[i] = m_Crosshairs[i];
// Set new entries to null
for (; i < replacement.Length; ++i)
replacement[i] = null;
// Swap
m_Crosshairs = replacement;
}
}
#endif
protected override void Awake()
{
base.Awake();
// Add event handlers
FpsSettings.gameplay.onCrosshairColorChanged += SetColour;
SetColour(FpsSettings.gameplay.crosshairColor);
}
protected override void OnDestroy()
{
base.OnDestroy();
// Remove event handlers
FpsSettings.gameplay.onCrosshairColorChanged -= SetColour;
// Unsubscribe from old driver
if (m_Driver != null)
{
m_Driver.onCrosshairChanged -= SetCrosshair;
m_Driver.onAccuracyChanged -= SetAccuracy;
//m_Driver.onHit -= ShowHitMarker;
}
// Unsubscribe from old inventory
if (m_InventoryBase != null)
{
m_InventoryBase.onSelectionChanged -= OnSelectionChanged;
m_InventoryBase = null;
}
}
public override void OnPlayerCharacterChanged(ICharacter character)
{
if (m_InventoryBase != null)
m_InventoryBase.onSelectionChanged -= OnSelectionChanged;
if (m_Character != null)
m_Character.onHitTarget -= OnCharacterTargetHit;
if (character as Component != null)
{
m_Character = character;
m_InventoryBase = m_Character.inventory as FpsInventoryBase;
m_Character.onHitTarget += OnCharacterTargetHit;
}
else
{
m_InventoryBase = null;
}
if (m_InventoryBase == null)
{
SetCrosshair(m_DefaultCrosshair);
SetAccuracy(1f);
}
else
{
m_InventoryBase.onSelectionChanged += OnSelectionChanged;
OnSelectionChanged(0, m_InventoryBase.selected);
}
}
protected void OnSelectionChanged(int slot, IQuickSlotItem item)
{
// Unsubscribe from old driver
if (m_Driver != null)
{
m_Driver.onCrosshairChanged -= SetCrosshair;
m_Driver.onAccuracyChanged -= SetAccuracy;
//m_Driver.onHit -= ShowHitMarker;
}
// Get new driver
var mb = item as MonoBehaviour;
if (mb != null)
m_Driver = mb.GetComponent<ICrosshairDriver>();
else
m_Driver = null;
if (m_Driver != null)
{
// Subscribe to new driver
m_Driver.onCrosshairChanged += SetCrosshair;
SetCrosshair(m_Driver.crosshair);
m_Driver.onAccuracyChanged += SetAccuracy;
SetAccuracy(m_Driver.accuracy);
//m_Driver.onHit += ShowHitMarker;
}
else
{
// Default behaviour
SetCrosshair(m_DefaultCrosshair);
SetAccuracy(1f);
}
}
protected virtual void SetColour(Color colour)
{
for (int i = 0; i < m_Crosshairs.Length; ++i)
{
if (m_Crosshairs[i] != null)
m_Crosshairs[i].SetColour(colour);
}
}
protected void SetAccuracy(float accuracy)
{
if (m_Crosshairs[m_CurrentCrosshair] != null)
m_Crosshairs[m_CurrentCrosshair].SetAccuracy(accuracy);
}
protected void SetCrosshair(FpsCrosshair crosshair)
{
if (crosshair != m_CurrentCrosshair)
{
// Disavle the old crosshair
if (m_Crosshairs[m_CurrentCrosshair] != null)
m_Crosshairs[m_CurrentCrosshair].gameObject.SetActive(false);
// Set the new crosshair
m_CurrentCrosshair = crosshair;
// Enable the new crosshair
if (m_Crosshairs[m_CurrentCrosshair] != null)
{
m_Crosshairs[m_CurrentCrosshair].gameObject.SetActive(true);
if (m_Driver != null)
m_Crosshairs[m_CurrentCrosshair].SetAccuracy(m_Driver.accuracy);
}
}
}
void OnCharacterTargetHit(ICharacter c, bool critical)
{
if (m_Crosshairs[m_CurrentCrosshair] != null)
m_Crosshairs[m_CurrentCrosshair].ShowHitMarker(critical);
}
}
}