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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/UI/UIStateDisplayHandler.cs

229 lines
6.6 KiB
C#

using System.Collections;
using Unity.BossRoom.Gameplay.GameplayObjects;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.BossRoom.Infrastructure;
using Unity.BossRoom.Utils;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
namespace Unity.BossRoom.Gameplay.UI
{
/// <summary>
/// Class designed to only run on a client. Add this to a world-space prefab to display health or name on UI.
/// </summary>
/// <remarks>
/// Execution order is explicitly set such that it this class executes its LateUpdate after any Cinemachine
/// LateUpdate calls, which may alter the final position of the game camera.
/// </remarks>
[DefaultExecutionOrder(300)]
public class UIStateDisplayHandler : NetworkBehaviour
{
[SerializeField]
bool m_DisplayHealth;
[SerializeField]
bool m_DisplayName;
[SerializeField]
UIStateDisplay m_UIStatePrefab;
// spawned in world (only one instance of this)
UIStateDisplay m_UIState;
RectTransform m_UIStateRectTransform;
bool m_UIStateActive;
[SerializeField]
NetworkHealthState m_NetworkHealthState;
[SerializeField]
NetworkNameState m_NetworkNameState;
ServerCharacter m_ServerCharacter;
ClientPlayerAvatarNetworkAnimator m_ClientPlayerAvatarNetworkAnimator;
NetworkAvatarGuidState m_NetworkAvatarGuidState;
[SerializeField]
IntVariable m_BaseHP;
[Tooltip("UI object(s) will appear positioned at this transforms position.")]
[SerializeField]
Transform m_TransformToTrack;
Camera m_Camera;
Transform m_CanvasTransform;
// as soon as any HP goes to 0, we wait this long before removing health bar UI object
const float k_DurationSeconds = 2f;
[Tooltip("World space vertical offset for positioning.")]
[SerializeField]
float m_VerticalWorldOffset;
[Tooltip("Screen space vertical offset for positioning.")]
[SerializeField]
float m_VerticalScreenOffset;
Vector3 m_VerticalOffset;
// used to compute world position based on target and offsets
Vector3 m_WorldPos;
void Awake()
{
m_ServerCharacter = GetComponent<ServerCharacter>();
}
public override void OnNetworkSpawn()
{
if (!NetworkManager.Singleton.IsClient)
{
enabled = false;
return;
}
var cameraGameObject = GameObject.FindWithTag("MainCamera");
if (cameraGameObject)
{
m_Camera = cameraGameObject.GetComponent<Camera>();
}
Assert.IsNotNull(m_Camera);
var canvasGameObject = GameObject.FindWithTag("GameCanvas");
if (canvasGameObject)
{
m_CanvasTransform = canvasGameObject.transform;
}
Assert.IsNotNull(m_CanvasTransform);
Assert.IsTrue(m_DisplayHealth || m_DisplayName, "Neither display fields are toggled on!");
if (m_DisplayHealth)
{
Assert.IsNotNull(m_NetworkHealthState, "A NetworkHealthState component needs to be attached!");
}
m_VerticalOffset = new Vector3(0f, m_VerticalScreenOffset, 0f);
// if PC, find our graphics transform and update health through callbacks, if displayed
if (TryGetComponent(out m_ClientPlayerAvatarNetworkAnimator) && TryGetComponent(out m_NetworkAvatarGuidState))
{
m_BaseHP = m_NetworkAvatarGuidState.RegisteredAvatar.CharacterClass.BaseHP;
m_TransformToTrack = m_ClientPlayerAvatarNetworkAnimator.Animator.transform;
if (m_DisplayHealth)
{
m_NetworkHealthState.HitPointsReplenished += DisplayUIHealth;
m_NetworkHealthState.HitPointsDepleted += RemoveUIHealth;
}
}
if (m_DisplayName)
{
DisplayUIName();
}
if (m_DisplayHealth)
{
DisplayUIHealth();
}
}
void OnDisable()
{
if (!m_DisplayHealth)
{
return;
}
if (m_NetworkHealthState != null)
{
m_NetworkHealthState.HitPointsReplenished -= DisplayUIHealth;
m_NetworkHealthState.HitPointsDepleted -= RemoveUIHealth;
}
}
void DisplayUIName()
{
if (m_NetworkNameState == null)
{
return;
}
if (m_UIState == null)
{
SpawnUIState();
}
m_UIState.DisplayName(m_NetworkNameState.Name);
m_UIStateActive = true;
}
void DisplayUIHealth()
{
if (m_NetworkHealthState == null)
{
return;
}
if (m_UIState == null)
{
SpawnUIState();
}
m_UIState.DisplayHealth(m_NetworkHealthState.HitPoints, m_BaseHP.Value);
m_UIStateActive = true;
}
void SpawnUIState()
{
m_UIState = Instantiate(m_UIStatePrefab, m_CanvasTransform);
// make in world UI state draw under other UI elements
m_UIState.transform.SetAsFirstSibling();
m_UIStateRectTransform = m_UIState.GetComponent<RectTransform>();
}
void RemoveUIHealth()
{
StartCoroutine(WaitToHideHealthBar());
}
IEnumerator WaitToHideHealthBar()
{
yield return new WaitForSeconds(k_DurationSeconds);
m_UIState.HideHealth();
}
/// <remarks>
/// Moving UI objects on LateUpdate ensures that the game camera is at its final position pre-render.
/// </remarks>
void LateUpdate()
{
if (m_UIStateActive && m_TransformToTrack)
{
// set world position with world offset added
m_WorldPos.Set(m_TransformToTrack.position.x,
m_TransformToTrack.position.y + m_VerticalWorldOffset,
m_TransformToTrack.position.z);
m_UIStateRectTransform.position = m_Camera.WorldToScreenPoint(m_WorldPos) + m_VerticalOffset;
}
}
public override void OnDestroy()
{
base.OnDestroy();
if (m_UIState != null)
{
Destroy(m_UIState.gameObject);
}
}
}
}