Files
defrain-shooter-unity/Assets/Scripts/Player/UI Player/PlayerUIController.cs
2021-11-24 12:54:43 +01:00

63 lines
2.0 KiB
C#

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