feat: replaced boost hud with segment ui around ship, new damage number particle spawner

This commit is contained in:
Jakob Feldmann 2024-06-12 13:39:18 +02:00
parent d2169f846b
commit c7154c1895
18 changed files with 6511 additions and 12 deletions

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using PrimeTween;
using TMPro;
using UnityEngine;
public class DamageNumberParticles : MonoBehaviour
{
public TextMeshProUGUI TextMesh;
public Camera TextCamera;
private CanvasRenderer _textRenderer;
private ParticleSystem _damageParticles;
private RenderTexture _renderTexture;
private MaterialPropertyBlock _particleMaterialProps;
private ParticleSystemRenderer _particleRenderer;
private int _lastDamageNumber = -1;
void Awake()
{
_damageParticles = gameObject.GetComponent<ParticleSystem>();
_particleRenderer = gameObject.GetComponent<ParticleSystemRenderer>();
_textRenderer = TextMesh.canvasRenderer;
_particleMaterialProps = new();
_particleRenderer.GetPropertyBlock(_particleMaterialProps, 0);
_renderTexture = new RenderTexture(256, 256, 24);
TextCamera.targetTexture = _renderTexture;
}
void Start()
{
WaitForScene();
}
async void WaitForScene()
{
await Tween.Delay(1f);
SetDamageNumber(100);
}
public void SpawnDamageNumber(int damageValue, Vector3 direction)
{
SetDamageNumber(damageValue);
var particleVelocity = _damageParticles.velocityOverLifetime;
particleVelocity.x = direction.x;
particleVelocity.y = direction.y;
particleVelocity.z = direction.z;
_damageParticles.Emit(1);
}
void SetDamageNumber(int number)
{
if (_lastDamageNumber == number) return;
TextMesh.text = number.ToString();
TextCamera.enabled = true;
TextCamera.Render();
Texture2D texture2D = new(_renderTexture.width, _renderTexture.height);
RenderTexture.active = _renderTexture;
texture2D.ReadPixels(new Rect(0, 0, _renderTexture.width, _renderTexture.height), 0, 0);
texture2D.Apply();
_particleMaterialProps.SetTexture("_MainTex", texture2D);
_particleRenderer.SetPropertyBlock(_particleMaterialProps);
TextCamera.enabled = false;
_lastDamageNumber = number;
}
}

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@ -0,0 +1,24 @@
using System;
using TMPro;
using UnityEngine;
public class LifeMeter : MonoBehaviour
{
[HideInInspector]
public int PlayerNumber = -1;
private TextMeshProUGUI _lifeText;
void Awake()
{
_lifeText = gameObject.GetComponent<TextMeshProUGUI>();
}
public void UpdateHealth(int value)
{
UpdateText(value);
}
private void UpdateText(int value)
{
_lifeText.text = value.ToString();
}
}

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@ -8,9 +8,11 @@ using UnityEngine;
/// </summary>
public class HUD : MonoBehaviour
{
public BoostCapacityUI[] boostCapacities;
// public BoostCapacityUI[] boostCapacities;
public JoinPrompt[] joinPrompts;
public TextMeshProUGUI score;
public GameObject LifeMeter;
public GameObject BoostMeter;
private Canvas canvas;

View File

@ -0,0 +1,50 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
public class SegmentIndicator : MonoBehaviour
{
public List<Image> SegmentImages;
public Color color;
private float _currentFill = 1;
void Start()
{
foreach (Image i in SegmentImages)
{
i.color = color;
}
}
public void SetFill(float value)
{
_currentFill = value;
float totalResultFill = value * SegmentImages.Count;
int targetSegment = (int)Math.Truncate(totalResultFill);
float targetSegmentFill = totalResultFill - targetSegment;
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{
if (i < targetSegment)
{
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continue;
}
if (i > targetSegment)
{
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continue;
}
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}
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