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using System;
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using UnityEngine;
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using MoreMountains.Tools;
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using System.Collections;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this component to an object and it will show a healthbar above it
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/// You can either use a prefab for it, or have the component draw one at the start
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/GUI/MMHealthBar")]
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public class MMHealthBar : MonoBehaviour
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{
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/// the possible health bar types
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public enum HealthBarTypes { Prefab, Drawn, Existing }
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/// the possible timescales the bar can work on
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public enum TimeScales { UnscaledTime, Time }
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[MMInformation("Add this component to an object and it'll add a healthbar next to it to reflect its health level in real time. You can decide here whether the health bar should be drawn automatically or use a prefab.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
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/// whether the healthbar uses a prefab or is drawn automatically
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[Tooltip("whether the healthbar uses a prefab or is drawn automatically")]
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public HealthBarTypes HealthBarType = HealthBarTypes.Drawn;
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/// defines whether the bar will work on scaled or unscaled time (whether or not it'll keep moving if time is slowed down for example)
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[Tooltip("defines whether the bar will work on scaled or unscaled time (whether or not it'll keep moving if time is slowed down for example)")]
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public TimeScales TimeScale = TimeScales.UnscaledTime;
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[Header("Select a Prefab")]
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[MMInformation("Select a prefab with a progress bar script on it. There is one example of such a prefab in Common/Prefabs/GUI.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
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/// the prefab to use as the health bar
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[Tooltip("the prefab to use as the health bar")]
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public MMProgressBar HealthBarPrefab;
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[Header("Existing MMProgressBar")]
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/// the MMProgressBar this health bar should update
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[Tooltip("the MMProgressBar this health bar should update")]
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public MMProgressBar TargetProgressBar;
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[Header("Drawn Healthbar Settings ")]
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[MMInformation("Set the size (in world units), padding, back and front colors of the healthbar.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
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/// if the healthbar is drawn, its size in world units
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[Tooltip("if the healthbar is drawn, its size in world units")]
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public Vector2 Size = new Vector2(1f,0.2f);
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/// if the healthbar is drawn, the padding to apply to the foreground, in world units
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[Tooltip("if the healthbar is drawn, the padding to apply to the foreground, in world units")]
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public Vector2 BackgroundPadding = new Vector2(0.01f,0.01f);
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/// the rotation to apply to the MMHealthBarContainer when drawing it
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[Tooltip("the rotation to apply to the MMHealthBarContainer when drawing it")]
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public Vector3 InitialRotationAngles;
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/// if the healthbar is drawn, the color of its foreground
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[Tooltip("if the healthbar is drawn, the color of its foreground")]
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public Gradient ForegroundColor = new Gradient()
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{
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colorKeys = new GradientColorKey[2] {
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new GradientColorKey(MMColors.BestRed, 0),
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new GradientColorKey(MMColors.BestRed, 1f)
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},
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alphaKeys = new GradientAlphaKey[2] {new GradientAlphaKey(1, 0),new GradientAlphaKey(1, 1)}};
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/// if the healthbar is drawn, the color of its delayed bar
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[Tooltip("if the healthbar is drawn, the color of its delayed bar")]
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public Gradient DelayedColor = new Gradient()
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{
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colorKeys = new GradientColorKey[2] {
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new GradientColorKey(MMColors.Orange, 0),
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new GradientColorKey(MMColors.Orange, 1f)
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},
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alphaKeys = new GradientAlphaKey[2] { new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1) }
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};
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/// if the healthbar is drawn, the color of its border
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[Tooltip("if the healthbar is drawn, the color of its border")]
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public Gradient BorderColor = new Gradient()
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{
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colorKeys = new GradientColorKey[2] {
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new GradientColorKey(MMColors.AntiqueWhite, 0),
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new GradientColorKey(MMColors.AntiqueWhite, 1f)
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},
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alphaKeys = new GradientAlphaKey[2] { new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1) }
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};
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/// if the healthbar is drawn, the color of its background
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[Tooltip("if the healthbar is drawn, the color of its background")]
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public Gradient BackgroundColor = new Gradient()
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{
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colorKeys = new GradientColorKey[2] {
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new GradientColorKey(MMColors.Black, 0),
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new GradientColorKey(MMColors.Black, 1f)
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},
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alphaKeys = new GradientAlphaKey[2] { new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1) }
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};
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/// the name of the sorting layer to put this health bar on
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[Tooltip("the name of the sorting layer to put this health bar on")]
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public string SortingLayerName = "UI";
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/// the delay to apply to the delayed bar if drawn
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[Tooltip("the delay to apply to the delayed bar if drawn")]
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public float Delay = 0.5f;
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/// whether or not the front bar should lerp
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[Tooltip("whether or not the front bar should lerp")]
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public bool LerpFrontBar = true;
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/// the speed at which the front bar lerps
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[Tooltip("the speed at which the front bar lerps")]
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public float LerpFrontBarSpeed = 15f;
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/// whether or not the delayed bar should lerp
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[Tooltip("whether or not the delayed bar should lerp")]
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public bool LerpDelayedBar = true;
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/// the speed at which the delayed bar lerps
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[Tooltip("the speed at which the delayed bar lerps")]
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public float LerpDelayedBarSpeed = 15f;
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/// if this is true, bumps the scale of the healthbar when its value changes
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[Tooltip("if this is true, bumps the scale of the healthbar when its value changes")]
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public bool BumpScaleOnChange = true;
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/// the duration of the bump animation
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[Tooltip("the duration of the bump animation")]
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public float BumpDuration = 0.2f;
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/// the animation curve to map the bump animation on
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[Tooltip("the animation curve to map the bump animation on")]
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public AnimationCurve BumpAnimationCurve = AnimationCurve.Constant(0,1,1);
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/// the mode the bar should follow the target in
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[Tooltip("the mode the bar should follow the target in")]
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public MMFollowTarget.UpdateModes FollowTargetMode = MMFollowTarget.UpdateModes.LateUpdate;
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/// if this is true, the drawn health bar will be nested below the MMHealthBar
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[Tooltip("if this is true, the drawn health bar will be nested below the MMHealthBar")]
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public bool NestDrawnHealthBar = false;
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/// if this is true, a MMBillboard component will be added to the progress bar to make sure it always looks towards the camera
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[Tooltip("if this is true, a MMBillboard component will be added to the progress bar to make sure it always looks towards the camera")]
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public bool Billboard = false;
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[Header("Death")]
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/// a gameobject (usually a particle system) to instantiate when the healthbar reaches zero
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[Tooltip("a gameobject (usually a particle system) to instantiate when the healthbar reaches zero")]
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public GameObject InstantiatedOnDeath;
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[Header("Offset")]
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[MMInformation("Set the offset (in world units), relative to the object's center, to which the health bar will be displayed.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
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/// the offset to apply to the healthbar compared to the object's center
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[Tooltip("the offset to apply to the healthbar compared to the object's center")]
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public Vector3 HealthBarOffset = new Vector3(0f,1f,0f);
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[Header("Display")]
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[MMInformation("Here you can define whether or not the healthbar should always be visible. If not, you can set here how long after a hit it'll remain visible.",MoreMountains.Tools.MMInformationAttribute.InformationType.Info,false)]
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/// whether or not the bar should be permanently displayed
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[Tooltip("whether or not the bar should be permanently displayed")]
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public bool AlwaysVisible = true;
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/// the duration (in seconds) during which to display the bar
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[Tooltip("the duration (in seconds) during which to display the bar")]
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public float DisplayDurationOnHit = 1f;
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/// if this is set to true the bar will hide itself when it reaches zero
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[Tooltip("if this is set to true the bar will hide itself when it reaches zero")]
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public bool HideBarAtZero = true;
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/// the delay (in seconds) after which to hide the bar
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[Tooltip("the delay (in seconds) after which to hide the bar")]
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public float HideBarAtZeroDelay = 1f;
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protected MMProgressBar _progressBar;
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protected MMFollowTarget _followTransform;
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protected float _lastShowTimestamp = 0f;
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protected bool _showBar = false;
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protected Image _backgroundImage = null;
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protected Image _borderImage = null;
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protected Image _foregroundImage = null;
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protected Image _delayedImage = null;
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protected bool _finalHideStarted = false;
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/// <summary>
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/// On Start, creates or sets the health bar up
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/// </summary>
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protected virtual void Awake()
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{
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Initialization();
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}
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/// <summary>
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/// On enable, initializes the bar again
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/// </summary>
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protected void OnEnable()
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{
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_finalHideStarted = false;
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SetInitialActiveState();
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}
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/// <summary>
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/// Forces the bar into its initial active state (hiding it if AlwaysVisible is false)
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/// </summary>
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public virtual void SetInitialActiveState()
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{
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if (!AlwaysVisible && (_progressBar != null))
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{
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ShowBar(false);
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}
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}
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/// <summary>
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/// Shows or hides the bar by changing its object's active state
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/// </summary>
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/// <param name="state"></param>
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public virtual void ShowBar(bool state)
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{
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_progressBar.gameObject.SetActive(state);
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}
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/// <summary>
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/// Whether or not the bar is currently active
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/// </summary>
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/// <returns></returns>
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public virtual bool BarIsShown()
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{
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return _progressBar.gameObject.activeInHierarchy;
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}
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/// <summary>
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/// Initializes the bar (handles visibility, parenting, initial value
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/// </summary>
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public virtual void Initialization()
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{
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_finalHideStarted = false;
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if (_progressBar != null)
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{
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ShowBar(AlwaysVisible);
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return;
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}
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switch (HealthBarType)
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{
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case HealthBarTypes.Prefab:
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if (HealthBarPrefab == null)
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{
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Debug.LogWarning(this.name + " : the HealthBar has no prefab associated to it, nothing will be displayed.");
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return;
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}
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_progressBar = Instantiate(HealthBarPrefab, transform.position + HealthBarOffset, transform.rotation) as MMProgressBar;
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SceneManager.MoveGameObjectToScene(_progressBar.gameObject, this.gameObject.scene);
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_progressBar.transform.SetParent(this.transform);
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_progressBar.gameObject.name = "HealthBar";
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break;
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case HealthBarTypes.Drawn:
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DrawHealthBar();
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UpdateDrawnColors();
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break;
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case HealthBarTypes.Existing:
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_progressBar = TargetProgressBar;
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break;
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}
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if (!AlwaysVisible)
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{
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ShowBar(false);
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}
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if (_progressBar != null)
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{
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_progressBar.SetBar(100f, 0f, 100f);
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}
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}
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/// <summary>
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/// Draws the health bar.
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/// </summary>
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protected virtual void DrawHealthBar()
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{
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GameObject newGameObject = new GameObject();
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SceneManager.MoveGameObjectToScene(newGameObject, this.gameObject.scene);
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newGameObject.name = "HealthBar|"+this.gameObject.name;
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if (NestDrawnHealthBar)
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{
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newGameObject.transform.SetParent(this.transform);
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}
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_progressBar = newGameObject.AddComponent<MMProgressBar>();
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_followTransform = newGameObject.AddComponent<MMFollowTarget>();
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_followTransform.Offset = HealthBarOffset;
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_followTransform.Target = this.transform;
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_followTransform.FollowRotation = false;
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_followTransform.InterpolatePosition = false;
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_followTransform.InterpolateRotation = false;
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_followTransform.UpdateMode = FollowTargetMode;
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Canvas newCanvas = newGameObject.AddComponent<Canvas>();
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newCanvas.renderMode = RenderMode.WorldSpace;
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newCanvas.transform.localScale = Vector3.one;
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newCanvas.GetComponent<RectTransform>().sizeDelta = Size;
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if (!string.IsNullOrEmpty(SortingLayerName))
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{
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newCanvas.sortingLayerName = SortingLayerName;
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}
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GameObject container = new GameObject();
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container.transform.SetParent(newGameObject.transform);
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container.name = "MMProgressBarContainer";
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container.transform.localScale = Vector3.one;
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GameObject borderImageGameObject = new GameObject();
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borderImageGameObject.transform.SetParent(container.transform);
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borderImageGameObject.name = "HealthBar Border";
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_borderImage = borderImageGameObject.AddComponent<Image>();
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_borderImage.transform.position = Vector3.zero;
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_borderImage.transform.localScale = Vector3.one;
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_borderImage.GetComponent<RectTransform>().sizeDelta = Size;
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_borderImage.GetComponent<RectTransform>().anchoredPosition = Vector3.zero;
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GameObject bgImageGameObject = new GameObject();
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bgImageGameObject.transform.SetParent(container.transform);
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|
bgImageGameObject.name = "HealthBar Background";
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|
_backgroundImage = bgImageGameObject.AddComponent<Image>();
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|
_backgroundImage.transform.position = Vector3.zero;
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|
_backgroundImage.transform.localScale = Vector3.one;
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|
_backgroundImage.GetComponent<RectTransform>().sizeDelta = Size - BackgroundPadding*2;
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|
_backgroundImage.GetComponent<RectTransform>().anchoredPosition = -_backgroundImage.GetComponent<RectTransform>().sizeDelta/2;
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|
_backgroundImage.GetComponent<RectTransform>().pivot = Vector2.zero;
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|
|
GameObject delayedImageGameObject = new GameObject();
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|
delayedImageGameObject.transform.SetParent(container.transform);
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|
delayedImageGameObject.name = "HealthBar Delayed Foreground";
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|
|
_delayedImage = delayedImageGameObject.AddComponent<Image>();
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|
_delayedImage.transform.position = Vector3.zero;
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|
_delayedImage.transform.localScale = Vector3.one;
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|
|
_delayedImage.GetComponent<RectTransform>().sizeDelta = Size - BackgroundPadding*2;
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|
|
_delayedImage.GetComponent<RectTransform>().anchoredPosition = -_delayedImage.GetComponent<RectTransform>().sizeDelta/2;
|
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|
|
_delayedImage.GetComponent<RectTransform>().pivot = Vector2.zero;
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|
|
GameObject frontImageGameObject = new GameObject();
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|
|
frontImageGameObject.transform.SetParent(container.transform);
|
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|
|
frontImageGameObject.name = "HealthBar Foreground";
|
|
|
|
|
_foregroundImage = frontImageGameObject.AddComponent<Image>();
|
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|
|
|
_foregroundImage.transform.position = Vector3.zero;
|
|
|
|
|
_foregroundImage.transform.localScale = Vector3.one;
|
|
|
|
|
_foregroundImage.color = ForegroundColor.Evaluate(1);
|
|
|
|
|
_foregroundImage.GetComponent<RectTransform>().sizeDelta = Size - BackgroundPadding*2;
|
|
|
|
|
_foregroundImage.GetComponent<RectTransform>().anchoredPosition = -_foregroundImage.GetComponent<RectTransform>().sizeDelta/2;
|
|
|
|
|
_foregroundImage.GetComponent<RectTransform>().pivot = Vector2.zero;
|
|
|
|
|
|
|
|
|
|
if (Billboard)
|
|
|
|
|
{
|
|
|
|
|
_progressBar.gameObject.AddComponent<MMBillboard>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_progressBar.LerpDecreasingDelayedBar = LerpDelayedBar;
|
|
|
|
|
_progressBar.LerpForegroundBar = LerpFrontBar;
|
|
|
|
|
_progressBar.LerpDecreasingDelayedBarSpeed = LerpDelayedBarSpeed;
|
|
|
|
|
_progressBar.LerpForegroundBarSpeedIncreasing = LerpFrontBarSpeed;
|
|
|
|
|
_progressBar.ForegroundBar = _foregroundImage.transform;
|
|
|
|
|
_progressBar.DelayedBarDecreasing = _delayedImage.transform;
|
|
|
|
|
_progressBar.DecreasingDelay = Delay;
|
|
|
|
|
_progressBar.BumpScaleOnChange = BumpScaleOnChange;
|
|
|
|
|
_progressBar.BumpDuration = BumpDuration;
|
|
|
|
|
_progressBar.BumpScaleAnimationCurve = BumpAnimationCurve;
|
|
|
|
|
_progressBar.TimeScale = (TimeScale == TimeScales.Time) ? MMProgressBar.TimeScales.Time : MMProgressBar.TimeScales.UnscaledTime;
|
|
|
|
|
container.transform.localEulerAngles = InitialRotationAngles;
|
|
|
|
|
_progressBar.Initialization();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// On Update, we hide or show our healthbar based on our current status
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void Update()
|
|
|
|
|
{
|
|
|
|
|
if (_progressBar == null)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_finalHideStarted)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateDrawnColors();
|
|
|
|
|
|
|
|
|
|
if (AlwaysVisible)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_showBar)
|
|
|
|
|
{
|
|
|
|
|
ShowBar(true);
|
|
|
|
|
float currentTime = (TimeScale == TimeScales.UnscaledTime) ? Time.unscaledTime : Time.time;
|
|
|
|
|
if (currentTime - _lastShowTimestamp > DisplayDurationOnHit)
|
|
|
|
|
{
|
|
|
|
|
_showBar = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (BarIsShown())
|
|
|
|
|
{
|
|
|
|
|
ShowBar(false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Hides the bar when it reaches zero
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <returns>The hide bar.</returns>
|
|
|
|
|
protected virtual IEnumerator FinalHideBar()
|
|
|
|
|
{
|
|
|
|
|
_finalHideStarted = true;
|
|
|
|
|
if (InstantiatedOnDeath != null)
|
|
|
|
|
{
|
|
|
|
|
GameObject instantiatedOnDeath = Instantiate(InstantiatedOnDeath, this.transform.position + HealthBarOffset, this.transform.rotation);
|
|
|
|
|
SceneManager.MoveGameObjectToScene(instantiatedOnDeath.gameObject, this.gameObject.scene);
|
|
|
|
|
}
|
|
|
|
|
if (HideBarAtZeroDelay == 0)
|
|
|
|
|
{
|
|
|
|
|
_showBar = false;
|
|
|
|
|
ShowBar(false);
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
_progressBar.HideBar(HideBarAtZeroDelay);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Updates the colors of the different bars
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void UpdateDrawnColors()
|
|
|
|
|
{
|
|
|
|
|
if (HealthBarType != HealthBarTypes.Drawn)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_progressBar.Bumping)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_borderImage != null)
|
|
|
|
|
{
|
|
|
|
|
_borderImage.color = BorderColor.Evaluate(_progressBar.BarProgress);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_backgroundImage != null)
|
|
|
|
|
{
|
|
|
|
|
_backgroundImage.color = BackgroundColor.Evaluate(_progressBar.BarProgress);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_delayedImage != null)
|
|
|
|
|
{
|
|
|
|
|
_delayedImage.color = DelayedColor.Evaluate(_progressBar.BarProgress);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_foregroundImage != null)
|
|
|
|
|
{
|
|
|
|
|
_foregroundImage.color = ForegroundColor.Evaluate(_progressBar.BarProgress);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Updates the bar
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="currentHealth">Current health.</param>
|
|
|
|
|
/// <param name="minHealth">Minimum health.</param>
|
|
|
|
|
/// <param name="maxHealth">Max health.</param>
|
|
|
|
|
/// <param name="show">Whether or not we should show the bar.</param>
|
|
|
|
|
public virtual void UpdateBar(float currentHealth, float minHealth, float maxHealth, bool show)
|
|
|
|
|
{
|
|
|
|
|
// if the healthbar isn't supposed to be always displayed, we turn it on for the specified duration
|
|
|
|
|
if (!AlwaysVisible && show)
|
|
|
|
|
{
|
|
|
|
|
_showBar = true;
|
|
|
|
|
_lastShowTimestamp = (TimeScale == TimeScales.UnscaledTime) ? Time.unscaledTime : Time.time;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (_progressBar != null)
|
|
|
|
|
{
|
|
|
|
|
_progressBar.UpdateBar(currentHealth, minHealth, maxHealth) ;
|
|
|
|
|
|
|
|
|
|
if (HideBarAtZero && _progressBar.BarTarget <= 0)
|
|
|
|
|
{
|
|
|
|
|
StartCoroutine(FinalHideBar());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (BumpScaleOnChange)
|
|
|
|
|
{
|
|
|
|
|
_progressBar.Bump();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|