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UISequenceIcon.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UISequenceIcon : MonoBehaviour {
[SerializeField]
private LayoutElement iconElement;
[SerializeField]
private Image icon;
[SerializeField]
private Image glow;
[SerializeField]
private Image health;
[SerializeField]
private Image mana;
[SerializeField]
private Text label;
[SerializeField]
private float sizeDelta;
[SerializeField]
private float scaleSpeed = 1.0f;
[SerializeField]
private RectTransform manaPanel;
public Character character { get; set; }
private float scale;
private float baseSize;
private Caster caster;
// Use this for initialization
void Start () {
icon.sprite = character.identity.icon;
label.text = character.identity.label;
health.fillAmount = (float)character.health / (float)character.maxHealth;
caster = character.GetComponent<Caster>();
if(caster == null)
{
manaPanel.gameObject.SetActive(false);
}
baseSize = iconElement.preferredWidth;
glow.color = scale * Color.white;
}
// Update is called once per frame
void Update () {
health.fillAmount = (float)character.health / (float)character.maxHealth;
if (caster != null)
{
mana.fillAmount = caster.manaPercentage;
}
if(GameController.instance.combatController.IsCharacterTurn(character))
{
if(scale < 1.0f)
{
scale = Mathf.Clamp01(scale + Time.deltaTime * scaleSpeed);
glow.color = scale * Color.white;
iconElement.preferredWidth = baseSize + scale * sizeDelta;
iconElement.preferredHeight = baseSize + scale * sizeDelta;
}
if (scale == 1.0f)
label.gameObject.SetActive(true);
}
else
{
label.gameObject.SetActive(false);
if(scale > 0.0f)
{
scale = Mathf.Clamp01(scale - Time.deltaTime * scaleSpeed);
glow.color = scale * Color.white;
iconElement.preferredWidth = baseSize + scale * sizeDelta;
iconElement.preferredHeight = baseSize + scale * sizeDelta;
}
}
}
}