Add hud and fun bar, and make it kinda work
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@ -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;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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");
|
||||||
|
60
Assets/Scripts/PlayerFun.cs
Normal file
60
Assets/Scripts/PlayerFun.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/PlayerFun.cs.meta
Normal file
11
Assets/Scripts/PlayerFun.cs.meta
Normal file
@ -0,0 +1,11 @@
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Loading…
Reference in New Issue
Block a user