HeavenStudioPlus/Assets/Scripts/Games/KarateMan/KarateManNoriController.cs

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2022-08-13 01:06:41 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_KarateMan
{
public class KarateManNoriController : MonoBehaviour
{
public GameObject NoriController;
public GameObject NoriHeart;
public Transform NoriHolder;
public Material NoriMaterial;
public float Nori;
public int MaxNori;
Animator[] NoriHeartAnimators;
Material[] NoriHeartMaterials;
static Vector2 HeartScale = new Vector2(60, 52);
static float ScaleFactorTengoku = 1/46f;
static float ScaleFactorMania = 1/72f;
static float CameraOffset = 10;
static float PeriodLow = 24/60f;
static float PeriodHigh = 15/60f;
int noriMode = (int) KarateMan.NoriMode.None;
void Start()
{
}
public void SetNoriMode(int mode, int startingNori = 0)
{
float scaleFactor = 0f;
//clear all children of the holder
foreach (Transform child in NoriHolder)
{
Destroy(child.gameObject);
}
switch (mode)
{
case (int) KarateMan.NoriMode.Tengoku:
MaxNori = 5;
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorTengoku;
break;
case (int) KarateMan.NoriMode.Mania:
MaxNori = 10;
Nori = Mathf.Clamp(startingNori, 0, MaxNori);
scaleFactor = ScaleFactorMania;
break;
default:
MaxNori = 0;
Nori = 0;
return;
}
NoriHeartAnimators = new Animator[MaxNori];
NoriHeartMaterials = new Material[MaxNori];
noriMode = mode;
if (mode == (int) KarateMan.NoriMode.None) return;
//add the label?
for (int i = 0; i < MaxNori; i++)
{
GameObject h = GameObject.Instantiate(NoriHeart, NoriHolder);
h.SetActive(true);
Material m_Material = Instantiate(NoriMaterial);
NoriHeartMaterials[i] = m_Material;
h.GetComponent<Image>().material = m_Material;
RectTransform hrect = h.GetComponent<RectTransform>();
hrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, HeartScale.x * scaleFactor);
hrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, HeartScale.y * scaleFactor);
NoriHeartAnimators[i] = h.GetComponent<Animator>();
NoriHeartAnimators[i].Play(i <= (int) (startingNori - 1) ? "NoriFull" : "NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
public void DoHit()
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
if (Nori >= MaxNori) return;
Nori += 1;
NoriHeartAnimators[(int) Nori - 1].Play("NoriFull", -1, (Time.time * PeriodHigh) % 1f);
}
}
public void DoNG()
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
if (Nori <= 0) return;
Nori -= 1;
NoriHeartAnimators[(int) Nori].Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
public void DoThrough()
{
if (noriMode == (int) KarateMan.NoriMode.None) return;
if (noriMode == (int) KarateMan.NoriMode.Tengoku)
{
Nori = 0;
foreach (Animator anim in NoriHeartAnimators)
{
anim.Play("NoriNone", -1, (Time.time * PeriodLow) % 1f);
}
}
}
void Update()
{
Transform target = GameCamera.instance.transform;
Vector3 displacement = target.forward * CameraOffset;
transform.position = target.position + displacement;
transform.rotation = target.rotation;
}
}
}