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