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Crash-Course/Assets/Scripts/Game/TerribleHealthBarScript.cs

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using System.Collections;
using System.Collections.Generic;
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using UnityEngine;
using Game;
using Music;
using Player;
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using TMPro;
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namespace Game
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{
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/// <summary>
/// This class manages the health bar visuals for a player, including updating
/// the health bar's size, position, and color based on the player's current health.
/// </summary>
public class TerribleHealthBarScript : MonoBehaviour
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{
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/// <summary>
/// The color of the health bar when the player is at full health.
/// </summary>
public Color fullHealthColor;
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/// <summary>
/// The color of the health bar when the player is at zero health.
/// </summary>
public Color fullDeathColor;
/// <summary>
/// The color used to represent health subtraction.
/// </summary>
public Color subtractionColor;
/// <summary>
/// The visual representation of the health bar.
/// </summary>
public GameObject healthVisual;
/// <summary>
/// The actual health bar that reflects the player's current health.
/// </summary>
public GameObject actualHealthVisual;
/// <summary>
/// The visual representation of the player's death state.
/// </summary>
public GameObject deathVisual;
/// <summary>
/// The speed at which the health bar updates smoothly.
/// </summary>
public float smoothSpeed = 0.1f;
/// <summary>
/// The text element displaying the player's current and maximum health.
/// </summary>
public TextMeshProUGUI text;
/// <summary>
/// The <see cref="Damageable"/> component of the player, used to track health.
/// </summary>
private Damageable healthScript;
/// <summary>
/// The initial scale of the health bar.
/// </summary>
private Vector3 initialScale;
/// <summary>
/// The initial position of the health bar.
/// </summary>
private Vector3 initialPosition;
/// <summary>
/// The target scale of the health bar based on the player's current health.
/// </summary>
private Vector3 targetScale;
/// <summary>
/// The target position of the health bar based on the player's current health.
/// </summary>
private Vector3 targetPosition;
/// <summary>
/// The target color of the actual health bar based on the player's current health.
/// </summary>
private Color targetActualColor;
/// <summary>
/// The player associated with this health bar.
/// </summary>
public GameObject player;
/// <summary>
/// Initializes the health bar for the specified player.
/// </summary>
private void Start()
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{
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InitializePlayer(player);
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}
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/// <summary>
/// Updates the health bar visuals to reflect the player's current health.
/// </summary>
private void Update()
{
if (player == null || healthScript == null)
{
return;
}
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// Calculate the health ratio and update the health bar visuals
float healthRatio = (healthScript.maxDamage - healthScript.damage) / healthScript.maxDamage;
targetActualColor = Color.Lerp(fullDeathColor, fullHealthColor, healthRatio);
targetScale = new Vector3(Mathf.Lerp(0, 1, healthRatio) * initialScale.x, healthVisual.transform.localScale.y, healthVisual.transform.localScale.z);
targetPosition = new Vector3(Mathf.Lerp(-0.5f, 0, healthRatio), healthVisual.transform.localPosition.y, healthVisual.transform.localPosition.z);
text.text = (healthScript.maxDamage - healthScript.damage).ToString() + "/" + healthScript.maxDamage.ToString();
// Smoothly update the health bar's scale, position, and color
actualHealthVisual.transform.localScale = targetScale;
actualHealthVisual.transform.localPosition = targetPosition;
healthVisual.transform.localScale = Vector3.Lerp(healthVisual.transform.localScale, targetScale, smoothSpeed);
healthVisual.transform.localPosition = Vector3.Lerp(healthVisual.transform.localPosition, targetPosition, smoothSpeed);
actualHealthVisual.GetComponent<SpriteRenderer>().color = Color.Lerp(actualHealthVisual.GetComponent<SpriteRenderer>().color, targetActualColor, smoothSpeed);
deathVisual.GetComponent<SpriteRenderer>().color = Color.Lerp(deathVisual.GetComponent<SpriteRenderer>().color, targetActualColor * 0.5f, smoothSpeed);
healthVisual.GetComponent<SpriteRenderer>().color = subtractionColor;
}
/// <summary>
/// Sets the player associated with this health bar.
/// </summary>
/// <param name="player">The player to associate with this health bar.</param>
public void SetPlayer(GameObject player)
{
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InitializePlayer(player);
}
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/// <summary>
/// Initializes the health bar for the specified player.
/// </summary>
/// <param name="player">The player to initialize the health bar for.</param>
private void InitializePlayer(GameObject player)
{
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this.player = player;
if (this.player == null)
{
return;
}
// Get the Damageable component of the player
healthScript = player.GetComponent<Damageable>();
if (healthScript == null)
{
return;
}
Initialize();
}
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/// <summary>
/// Sets up the initial state of the health bar.
/// </summary>
private void Initialize()
{
initialScale = healthVisual.transform.localScale;
initialPosition = healthVisual.transform.position;
targetScale = initialScale;
targetPosition = initialPosition;
targetActualColor = actualHealthVisual.GetComponent<SpriteRenderer>().color;
}
}
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}