Add hud and fun bar, and make it kinda work

This commit is contained in:
Sofia 2019-08-04 18:35:05 +03:00
parent 7eddef767a
commit 9ed3d98e21
9 changed files with 796 additions and 84 deletions

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View File

@ -1,17 +1,51 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
namespace Saltosion.OneWeapon { namespace Saltosion.OneWeapon {
public class HUDController : MonoBehaviour { public class HUDController : MonoBehaviour {
public Player Player; public PlayerFun PlayerFun;
public RawImage FunMeter;
public Text DamageTextGore;
public Text DamageTextFun;
void Start() { void Start() {
} }
void Update() { void Update() {
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;
Color FunColor = DamageTextFun.color;
FunColor.b = 1 - PlayerFun.CurrentDamageBoost;
DamageTextFun.color = FunColor;
} }
} }

View File

@ -24,9 +24,9 @@ namespace Saltosion.OneWeapon {
private Vector2 GunLocation = new Vector2(0, -0.6f); private Vector2 GunLocation = new Vector2(0, -0.6f);
private Vector3 GunRotation = new Vector3(0, 0, -90); private Vector3 GunRotation = new Vector3(0, 0, -90);
void Start() { public bool IsMoving {
private set; get;
} } = false;
void Update() { void Update() {
float X = Input.GetAxis("Horizontal"); float X = Input.GetAxis("Horizontal");
@ -83,10 +83,11 @@ namespace Saltosion.OneWeapon {
if (Direction.magnitude > 0.05) { if (Direction.magnitude > 0.05) {
BodyAnim.SetFloat("Speed", 1); BodyAnim.SetFloat("Speed", 1);
HeadAnim.SetFloat("Speed", 1); HeadAnim.SetFloat("Speed", 1);
IsMoving = true;
} else { } else {
BodyAnim.SetFloat("Speed", 0); BodyAnim.SetFloat("Speed", 0);
HeadAnim.SetFloat("Speed", 0); HeadAnim.SetFloat("Speed", 0);
IsMoving = false;
} }
bool Shoot = Input.GetButtonDown("Shoot"); bool Shoot = Input.GetButtonDown("Shoot");

View File

@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class PlayerFun : MonoBehaviour {
public Player Player;
public float MaxFun = 100;
public float FunDegradeSpeed = 5;
public float StandingStillMultiplier = 1.5f;
public float WeaponFun = 20;
public float EnemyExplosionFun = 2f;
public float FurnitureExplosionFun = 1f;
public float CurrentFun { private set; get; }
public bool DebugAdd10Fun = false;
public float CurrentDamageBoost { private set; get; }
void Start() {
CurrentFun = MaxFun;
}
void Update() {
float Delta = FunDegradeSpeed * Time.deltaTime;
if (!Player.IsMoving) {
Delta *= StandingStillMultiplier;
}
float NewFun = CurrentFun - Delta;
if (DebugAdd10Fun) {
NewFun += 10;
DebugAdd10Fun = false;
}
CurrentFun = Mathf.Clamp(NewFun, 0, MaxFun);
CurrentDamageBoost = Mathf.Floor((CurrentFun / 100) * 12) / 12;
}
public void ReceiveNewWeapon() {
float NewFun = CurrentFun + WeaponFun;
CurrentFun = Mathf.Min(MaxFun, NewFun);
}
public void Explosion(bool isFurniture) {
float NewFun = CurrentFun;
if (isFurniture) {
NewFun += FurnitureExplosionFun;
} else {
NewFun += EnemyExplosionFun;
}
CurrentFun = Mathf.Min(MaxFun, NewFun);
}
}
}

View File

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