153 lines
4.5 KiB
C#
153 lines
4.5 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class PlayerUIController : MonoBehaviour
|
|
{
|
|
public float updateRate = 0.01f;
|
|
[SerializeField]
|
|
private Transform _attackUI;
|
|
[SerializeField]
|
|
private UI_Progress _progressUI;
|
|
[SerializeField]
|
|
private UI_Quantity healthUI;
|
|
[SerializeField]
|
|
private UI_Quantity attackEnergyUI;
|
|
|
|
private PlayerState _playerState;
|
|
private ActionTargetingSystem _targetingSystem;
|
|
private ActionTriggerSystem _triggerSystem;
|
|
private CaptureController _captureController;
|
|
private HealthController _healthController;
|
|
private AttackEnergyController _attackEnergy;
|
|
|
|
private IEnumerator _progressUICoroutine;
|
|
|
|
private delegate float GetProgress();
|
|
private GetProgress GetActionProgress;
|
|
|
|
private void Awake()
|
|
{
|
|
_playerState = GetComponent<PlayerState>();
|
|
_targetingSystem = GetComponent<ActionTargetingSystem>();
|
|
_triggerSystem = GetComponent<ActionTriggerSystem>();
|
|
_captureController = GetComponent<CaptureController>();
|
|
_healthController = GetComponent<HealthController>();
|
|
_attackEnergy = GetComponent<AttackEnergyController>();
|
|
|
|
|
|
_targetingSystem.OnFoundTarget += UpdateAttackUI;
|
|
_targetingSystem.OnLostTarget += StopUpdateAttackUI;
|
|
|
|
_playerState.OnCharStateChanged += StartUpdatingProgressUI;
|
|
|
|
_healthController.OnHealthChanged += UpdateHealthUI;
|
|
|
|
_attackEnergy.OnAttackEnergyChanged += UpdateEnergyUI;
|
|
}
|
|
|
|
private void UpdateEnergyUI(float curEnergy, float maxEnergy)
|
|
{
|
|
attackEnergyUI.UpdateBar(curEnergy, maxEnergy);
|
|
}
|
|
|
|
private void UpdateHealthUI(float curHealth, float maxHealth)
|
|
{
|
|
healthUI.UpdateBar(curHealth, maxHealth);
|
|
}
|
|
|
|
private void StartUpdatingProgressUI(CharacterState newState)
|
|
{
|
|
//Debug.Log("UPDATING UI");
|
|
GetActionProgress = null;
|
|
_progressUI.gameObject.SetActive(true);
|
|
_progressUICoroutine = UpdateProgressBar(updateRate);
|
|
string actionTypeText = "";
|
|
switch (newState)
|
|
{
|
|
case CharacterState.Attack:
|
|
actionTypeText = "Attack";
|
|
GetActionProgress += GetCurrentActionProgress;
|
|
break;
|
|
case CharacterState.Capture:
|
|
actionTypeText = "Capturing...";
|
|
GetActionProgress += GetCaptureProgress;
|
|
break;
|
|
case CharacterState.Move:
|
|
StopUpdateProgressUI();
|
|
return;
|
|
case CharacterState.Idle:
|
|
StopUpdateProgressUI();
|
|
return;
|
|
case CharacterState.Build:
|
|
actionTypeText = "Building...";
|
|
GetActionProgress += GetCurrentActionProgress;
|
|
break;
|
|
case CharacterState.TreeAttack:
|
|
actionTypeText = "Attack";
|
|
GetActionProgress += GetCurrentActionProgress;
|
|
break;
|
|
default:
|
|
return;
|
|
|
|
}
|
|
_progressUI.UpdateActionType(actionTypeText);
|
|
StartCoroutine(_progressUICoroutine);
|
|
}
|
|
|
|
private void StopUpdateProgressUI()
|
|
{
|
|
_progressUI.StopUpdateUI();
|
|
|
|
if (_progressUICoroutine != null)
|
|
{
|
|
StopCoroutine(_progressUICoroutine);
|
|
_progressUICoroutine = null;
|
|
}
|
|
_progressUI.gameObject.SetActive(false);
|
|
|
|
}
|
|
|
|
private float GetCurrentActionProgress()
|
|
{
|
|
return _triggerSystem.GetActionProgress();
|
|
}
|
|
|
|
private float GetCaptureProgress()
|
|
{
|
|
return _captureController.GetCaptureProgress();
|
|
}
|
|
|
|
private IEnumerator UpdateProgressBar(float updateRate)
|
|
{
|
|
float currentActionProgress = 0f;
|
|
while (true)
|
|
{
|
|
if (GetActionProgress != null)
|
|
{
|
|
currentActionProgress = GetActionProgress.Invoke();
|
|
}
|
|
_progressUI.UpdateUI(currentActionProgress);
|
|
yield return new WaitForSeconds(updateRate);
|
|
}
|
|
|
|
}
|
|
|
|
private void StopUpdateAttackUI()
|
|
{
|
|
_attackUI.gameObject.SetActive(false);
|
|
}
|
|
|
|
private void UpdateAttackUI(TileInfo target)
|
|
{
|
|
Vector3 targetPos = target.tilePosition;
|
|
if (targetPos != null)
|
|
{
|
|
_attackUI.gameObject.SetActive(true);
|
|
_attackUI.LookAt(targetPos);
|
|
}
|
|
}
|
|
|
|
}
|