using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace Saltosion.OneWeapon { public class HUDController : MonoBehaviour { public PlayerFun PlayerFun; public RawImage FunMeter; public Text DamageTextGore; public Text DamageTextFun; public Text FunTextGore; public Text FunTextFun; 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!" }; void Start() { } 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; FunTextGore.color = GoreColor; Color FunColor = DamageTextFun.color; FunColor.b = 1 - PlayerFun.CurrentDamageBoost; DamageTextFun.color = FunColor; FunTextFun.color = FunColor; int FunLevelInt = (int)Mathf.Min(Mathf.Floor(FunPercent * 6), 5); FunTextGore.text = GoreTexts[FunLevelInt]; FunTextFun.text = FunTexts[FunLevelInt]; } } }