using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; using Saltosion.OneWeapon.Player; using Saltosion.OneWeapon.Guns; using Saltosion.OneWeapon.Utils; 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; [Header("Kill Streak stuff")] public GameObject KillStreakTransform; public TMP_Text KSNumberGore; public TMP_Text KSNumberFun; public RawImage StreakMeter; 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; void Start() { GunTextGore.text = ""; GunTextFun.text = ""; } void Update() { /// 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; FunTextGore.color = GoreColor; Color FunColor = DamageTextFun.color; FunColor.b = 1 - PlayerFun.CurrentDamageBoost; DamageTextFun.color = FunColor; FunTextFun.color = FunColor; int FunLevelInt = (int)Mathf.Clamp(Mathf.Floor(FunPercent * 6), 0, 5); FunTextGore.text = GoreTexts[FunLevelInt]; FunTextFun.text = FunTexts[FunLevelInt]; /// 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); } } /// Kill Streak if (PlayerFun.KillStreak < 2) { KillStreakTransform.SetActive(false); } else { KillStreakTransform.SetActive(true); string Number = PlayerFun.KillStreak.ToString(); KSNumberFun.text = Number; KSNumberGore.text = Number; 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; } } } } }