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62
Assets/Scripts/Player/UI Player/PlayerUIController.cs
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62
Assets/Scripts/Player/UI Player/PlayerUIController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Mirror;
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using TMPro;
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public class PlayerUIController : NetworkBehaviour
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{
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[SerializeField] Canvas playerUICanvas;
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[SerializeField] Image damageImage;
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[SerializeField] TMP_Text healthText;
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float hitVal = 0;
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private void Start()
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{
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if (isLocalPlayer)
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{
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playerUICanvas.enabled = true;
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}
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}
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/*
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void Start()
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{
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GameObject imgObject = new GameObject("testAAA");
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RectTransform trans = imgObject.AddComponent<RectTransform>();
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trans.transform.SetParent(playerUICanvas.transform); // setting parent
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trans.localScale = Vector3.one;
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trans.anchoredPosition = new Vector2(0f, 0f); // setting position, will be on center
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trans.sizeDelta = new Vector2(150, 200); // custom size
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Image image = imgObject.AddComponent<Image>();
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Texture2D tex = Resources.Load<Texture2D>("red");
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image.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
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imgObject.transform.SetParent(playerUICanvas.transform);
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}*/
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// Update is called once per frame
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void FixedUpdate()
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{
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hitVal = gravityValue(hitVal,0.01f,0.01f,1,0,false);
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damageImage.GetComponent<CanvasRenderer>().SetAlpha(hitVal);
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healthText.text = GetComponent<Player>().health.ToString();
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}
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public void showHit()
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{
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hitVal = 1;
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}
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float gravityValue(float curretnValue, float rateOfChangePos, float rateOfChangeNeg, float maxValue, float minValue, bool add)
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{
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// The currentValue will be advanced by the rateOfChangePos and reduced by the rateOfChangeNeg depending on the add boolean. But only in the specified range.
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// Usage: val = gravityValue(val, 0.01f, 0.05f, 1, 0, true);
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float value = curretnValue;
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if (add) value += rateOfChangePos;
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else value -= rateOfChangeNeg;
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return Mathf.Clamp(value, minValue, maxValue);
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}
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}
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