Added comments to everything
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@@ -1,83 +1,170 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine; using Game; using Music; using Player;
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using UnityEngine;
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using Game;
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using Music;
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using Player;
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using TMPro;
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namespace Game
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{
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public class TerribleHealthBarScript : MonoBehaviour
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{
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public Color fullHealthColor;
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public Color fullDeathColor;
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public Color subtractionColor;
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public GameObject healthVisual;
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public GameObject actualHealthVisual;
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public GameObject deathVisual;
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public float smoothSpeed = 0.1f;
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public TextMeshProUGUI text;
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private Damageable healthScript;
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private Vector3 initialScale;
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private Vector3 initialPosition;
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private Vector3 targetScale;
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private Vector3 targetPosition;
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private Color targetActualColor;
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public GameObject player;
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void Start()
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/// <summary>
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/// This class manages the health bar visuals for a player, including updating
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/// the health bar's size, position, and color based on the player's current health.
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/// </summary>
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public class TerribleHealthBarScript : MonoBehaviour
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{
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InitializePlayer(player);
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}
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/// <summary>
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/// The color of the health bar when the player is at full health.
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/// </summary>
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public Color fullHealthColor;
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void Update() // Updates each player's health bar to display their current health
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{
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if (player == null || healthScript == null)
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/// <summary>
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/// The color of the health bar when the player is at zero health.
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/// </summary>
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public Color fullDeathColor;
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/// <summary>
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/// The color used to represent health subtraction.
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/// </summary>
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public Color subtractionColor;
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/// <summary>
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/// The visual representation of the health bar.
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/// </summary>
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public GameObject healthVisual;
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/// <summary>
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/// The actual health bar that reflects the player's current health.
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/// </summary>
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public GameObject actualHealthVisual;
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/// <summary>
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/// The visual representation of the player's death state.
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/// </summary>
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public GameObject deathVisual;
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/// <summary>
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/// The speed at which the health bar updates smoothly.
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/// </summary>
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public float smoothSpeed = 0.1f;
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/// <summary>
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/// The text element displaying the player's current and maximum health.
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/// </summary>
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public TextMeshProUGUI text;
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/// <summary>
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/// The <see cref="Damageable"/> component of the player, used to track health.
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/// </summary>
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private Damageable healthScript;
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/// <summary>
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/// The initial scale of the health bar.
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/// </summary>
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private Vector3 initialScale;
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/// <summary>
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/// The initial position of the health bar.
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/// </summary>
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private Vector3 initialPosition;
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/// <summary>
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/// The target scale of the health bar based on the player's current health.
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/// </summary>
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private Vector3 targetScale;
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/// <summary>
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/// The target position of the health bar based on the player's current health.
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/// </summary>
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private Vector3 targetPosition;
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/// <summary>
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/// The target color of the actual health bar based on the player's current health.
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/// </summary>
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private Color targetActualColor;
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/// <summary>
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/// The player associated with this health bar.
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/// </summary>
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public GameObject player;
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/// <summary>
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/// Initializes the health bar for the specified player.
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/// </summary>
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private void Start()
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{
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return;
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InitializePlayer(player);
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}
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float healthRatio = (healthScript.maxDamage - healthScript.damage) / healthScript.maxDamage;
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targetActualColor = Color.Lerp(fullDeathColor, fullHealthColor, healthRatio);
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targetScale = new Vector3(Mathf.Lerp(0, 1, healthRatio) * initialScale.x, healthVisual.transform.localScale.y, healthVisual.transform.localScale.z);
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targetPosition = new Vector3(Mathf.Lerp(-0.5f, 0, healthRatio), healthVisual.transform.localPosition.y, healthVisual.transform.localPosition.z);
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text.text = (healthScript.maxDamage - healthScript.damage).ToString() + "/" + healthScript.maxDamage.ToString();
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actualHealthVisual.transform.localScale = targetScale;
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actualHealthVisual.transform.localPosition = targetPosition;
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healthVisual.transform.localScale = Vector3.Lerp(healthVisual.transform.localScale, targetScale, smoothSpeed);
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healthVisual.transform.localPosition = Vector3.Lerp(healthVisual.transform.localPosition, targetPosition, smoothSpeed);
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actualHealthVisual.GetComponent<SpriteRenderer>().color = Color.Lerp(actualHealthVisual.GetComponent<SpriteRenderer>().color, targetActualColor, smoothSpeed);
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deathVisual.GetComponent<SpriteRenderer>().color = Color.Lerp(deathVisual.GetComponent<SpriteRenderer>().color, targetActualColor * 0.5f, smoothSpeed);
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healthVisual.GetComponent<SpriteRenderer>().color = subtractionColor;
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}
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public void SetPlayer(GameObject player)
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{
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InitializePlayer(player);
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}
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private void InitializePlayer(GameObject player) // Adds a health bar for each player
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{
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this.player = player;
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if (this.player == null)
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/// <summary>
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/// Updates the health bar visuals to reflect the player's current health.
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/// </summary>
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private void Update()
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{
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return;
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}
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healthScript = player.GetComponent<Damageable>();
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if (healthScript == null)
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{
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return;
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}
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Initialize();
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}
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if (player == null || healthScript == null)
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{
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return;
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}
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private void Initialize() // Sets up the health bars
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{
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initialScale = healthVisual.transform.localScale;
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initialPosition = healthVisual.transform.position;
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targetScale = initialScale;
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targetPosition = initialPosition;
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targetActualColor = actualHealthVisual.GetComponent<SpriteRenderer>().color;
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// Calculate the health ratio and update the health bar visuals
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float healthRatio = (healthScript.maxDamage - healthScript.damage) / healthScript.maxDamage;
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targetActualColor = Color.Lerp(fullDeathColor, fullHealthColor, healthRatio);
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targetScale = new Vector3(Mathf.Lerp(0, 1, healthRatio) * initialScale.x, healthVisual.transform.localScale.y, healthVisual.transform.localScale.z);
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targetPosition = new Vector3(Mathf.Lerp(-0.5f, 0, healthRatio), healthVisual.transform.localPosition.y, healthVisual.transform.localPosition.z);
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text.text = (healthScript.maxDamage - healthScript.damage).ToString() + "/" + healthScript.maxDamage.ToString();
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// Smoothly update the health bar's scale, position, and color
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actualHealthVisual.transform.localScale = targetScale;
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actualHealthVisual.transform.localPosition = targetPosition;
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healthVisual.transform.localScale = Vector3.Lerp(healthVisual.transform.localScale, targetScale, smoothSpeed);
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healthVisual.transform.localPosition = Vector3.Lerp(healthVisual.transform.localPosition, targetPosition, smoothSpeed);
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actualHealthVisual.GetComponent<SpriteRenderer>().color = Color.Lerp(actualHealthVisual.GetComponent<SpriteRenderer>().color, targetActualColor, smoothSpeed);
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deathVisual.GetComponent<SpriteRenderer>().color = Color.Lerp(deathVisual.GetComponent<SpriteRenderer>().color, targetActualColor * 0.5f, smoothSpeed);
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healthVisual.GetComponent<SpriteRenderer>().color = subtractionColor;
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}
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/// <summary>
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/// Sets the player associated with this health bar.
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/// </summary>
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/// <param name="player">The player to associate with this health bar.</param>
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public void SetPlayer(GameObject player)
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{
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InitializePlayer(player);
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}
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/// <summary>
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/// Initializes the health bar for the specified player.
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/// </summary>
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/// <param name="player">The player to initialize the health bar for.</param>
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private void InitializePlayer(GameObject player)
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{
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this.player = player;
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if (this.player == null)
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{
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return;
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}
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// Get the Damageable component of the player
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healthScript = player.GetComponent<Damageable>();
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if (healthScript == null)
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{
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return;
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}
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Initialize();
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}
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/// <summary>
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/// Sets up the initial state of the health bar.
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/// </summary>
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private void Initialize()
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{
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initialScale = healthVisual.transform.localScale;
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initialPosition = healthVisual.transform.position;
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targetScale = initialScale;
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targetPosition = initialPosition;
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targetActualColor = actualHealthVisual.GetComponent<SpriteRenderer>().color;
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}
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}
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}
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}
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