BloodAndGore/Assets/Scripts/GUI/HUDController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
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using Saltosion.OneWeapon.Player;
using Saltosion.OneWeapon.Guns;
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using Saltosion.OneWeapon.Utils;
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namespace Saltosion.OneWeapon.GUI {
public class HUDController : MonoBehaviour {
[Header("General")]
public PlayerController Player;
public PlayerFun PlayerFun;
public RawImage FunMeter;
public Image GunImage;
[Header("Gore Texts")]
public TMP_Text DamageTextGore;
public TMP_Text FunTextGore;
public TMP_Text GunTextGore;
[Header("Fun Texts")]
public TMP_Text DamageTextFun;
public TMP_Text FunTextFun;
public TMP_Text GunTextFun;
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[Header("Kill Streak stuff")]
public GameObject KillStreakTransform;
public TMP_Text KSNumberGore;
public TMP_Text KSNumberFun;
public RawImage StreakMeter;
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private string[] GoreTexts = new string[] { "I'm gonna die of boredom!", "Ultra lame!", "Oof, boring!", "That's cool!", "Holy fuck!", "Bloody awesome!" };
private string[] FunTexts = new string[] { "I'm gonna fall asleep!", "You should try doing something!", "There aren't enough flowers", "Now that's pretty!", "You're doing great!", "Faboulous!" };
private Gun LastGun;
private int LastKillCount = 2;
private float CurrentKSRot;
private float RotMultiplier;
private bool RotRising = false;
void Start() {
GunTextGore.text = "";
GunTextFun.text = "";
}
void Update() {
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/// Fun Bar
float FunPercent = (PlayerFun.CurrentFun / PlayerFun.MaxFun);
Vector3 Scale = FunMeter.transform.localScale;
Scale.x = FunPercent;
FunMeter.transform.localScale = Scale;
Rect UVRect = FunMeter.uvRect;
UVRect.width = FunPercent;
FunMeter.uvRect = UVRect;
float FunLevel = Mathf.Floor(FunPercent * 6) / 6;
Color Color = FunMeter.color;
Color.g = FunLevel;
Color.r = 1 - FunLevel;
FunMeter.color = Color;
int FunPercentNumber = (int)Mathf.Round(PlayerFun.CurrentDamageBoost * 100);
string Text = "+" + FunPercentNumber + "%";
DamageTextGore.text = Text;
DamageTextFun.text = Text;
Color GoreColor = DamageTextGore.color;
GoreColor.g = 1 - PlayerFun.CurrentDamageBoost;
GoreColor.b = 1 - PlayerFun.CurrentDamageBoost;
DamageTextGore.color = GoreColor;
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FunTextGore.color = GoreColor;
Color FunColor = DamageTextFun.color;
FunColor.b = 1 - PlayerFun.CurrentDamageBoost;
DamageTextFun.color = FunColor;
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FunTextFun.color = FunColor;
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int FunLevelInt = (int)Mathf.Clamp(Mathf.Floor(FunPercent * 6), 0, 5);
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FunTextGore.text = GoreTexts[FunLevelInt];
FunTextFun.text = FunTexts[FunLevelInt];
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/// Gun HUD
if (Player.Gun != LastGun) {
LastGun = Player.Gun;
if (LastGun == null) {
GunTextGore.text = "";
GunTextFun.text = "";
GunImage.color = new Color(0, 0, 0, 0);
} else {
GunTextGore.text = LastGun.Name;
GunTextFun.text = LastGun.Name;
GunImage.sprite = LastGun.GunSprite;
GunImage.color = new Color(1, 1, 1, 1);
}
}
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/// Kill Streak
if (PlayerFun.KillStreak < 2) {
KillStreakTransform.SetActive(false);
} else {
KillStreakTransform.SetActive(true);
string Number = PlayerFun.KillStreak.ToString();
KSNumberFun.text = Number;
KSNumberGore.text = Number;
if (RotRising) {
CurrentKSRot += Time.deltaTime * 500;
if (CurrentKSRot >= 20) {
RotRising = false;
}
} else {
CurrentKSRot -= Time.deltaTime * 500;
if (CurrentKSRot <= -20) {
RotRising = true;
}
}
RotMultiplier -= Time.deltaTime * 6;
if (RotMultiplier <= 0) {
RotMultiplier = 0;
CurrentKSRot = 0;
}
Vector3 Rot = KSNumberGore.transform.localEulerAngles;
Rot.z = RotMultiplier * CurrentKSRot;
KSNumberGore.transform.localEulerAngles = Rot;
KSNumberFun.transform.localEulerAngles = Rot;
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float StreakPercent = (PlayerFun.CurrentKillStreakTime / PlayerFun.KillStreakTimer);
Scale = StreakMeter.transform.localScale;
Scale.x = StreakPercent;
StreakMeter.transform.localScale = Scale;
GoreColor = StreakMeter.color;
FunColor = StreakMeter.color;
GoreColor.r = 1;
GoreColor.g = 1 - StreakPercent;
GoreColor.b = 1 - StreakPercent;
FunColor.r = 1;
FunColor.g = 1;
FunColor.b = 1 - StreakPercent;
if (Options.CensorGore) {
StreakMeter.color = FunColor;
} else {
StreakMeter.color = GoreColor;
}
int delta = PlayerFun.KillStreak - LastKillCount;
if (delta > 0) {
RotMultiplier += 1f * delta;
}
LastKillCount = PlayerFun.KillStreak;
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}
}
}
}