182 lines
4.5 KiB
C#
182 lines
4.5 KiB
C#
using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using TMPro;
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using UnityEngine;
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namespace RoR2;
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public class DamageDisplay : MonoBehaviour
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{
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private static List<DamageDisplay> instancesList;
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private static ReadOnlyCollection<DamageDisplay> _readOnlyInstancesList;
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public TextMeshPro textMeshComponent;
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public AnimationCurve magnitudeCurve;
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public float maxLife = 3f;
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public float gravity = 9.81f;
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public float magnitude = 3f;
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public float offset = 20f;
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private Vector3 velocity;
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public float textMagnitude = 0.01f;
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private float vel;
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private float life;
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private float scale = 1f;
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[HideInInspector]
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public Color baseColor = Color.white;
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[HideInInspector]
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public Color baseOutlineColor = Color.gray;
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private GameObject victim;
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private GameObject attacker;
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private TeamIndex victimTeam;
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private TeamIndex attackerTeam;
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private bool crit;
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private bool heal;
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private Vector3 internalPosition;
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public static ReadOnlyCollection<DamageDisplay> readOnlyInstancesList => _readOnlyInstancesList;
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static DamageDisplay()
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{
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instancesList = new List<DamageDisplay>();
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_readOnlyInstancesList = new ReadOnlyCollection<DamageDisplay>(instancesList);
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UICamera.onUICameraPreCull += OnUICameraPreCull;
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RoR2Application.onUpdate += UpdateAll;
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}
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private void Start()
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{
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velocity = Vector3.Normalize(Vector3.up + new Vector3(Random.Range(0f - offset, offset), 0f, Random.Range(0f - offset, offset))) * magnitude;
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instancesList.Add(this);
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internalPosition = base.transform.position;
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}
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private void OnDestroy()
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{
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instancesList.Remove(this);
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}
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public void SetValues(GameObject victim, GameObject attacker, float damage, bool crit, DamageColorIndex damageColorIndex)
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{
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victimTeam = TeamIndex.Neutral;
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attackerTeam = TeamIndex.Neutral;
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scale = 1f;
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this.victim = victim;
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this.attacker = attacker;
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this.crit = crit;
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baseColor = DamageColor.FindColor(damageColorIndex);
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string text = Mathf.CeilToInt(Mathf.Abs(damage)).ToString();
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heal = damage < 0f;
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if (heal)
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{
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damage = 0f - damage;
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base.transform.parent = victim.transform;
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text = "+" + text;
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baseColor = DamageColor.FindColor(DamageColorIndex.Heal);
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baseOutlineColor = baseColor * Color.gray;
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}
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if ((bool)victim)
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{
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TeamComponent component = victim.GetComponent<TeamComponent>();
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if ((bool)component)
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{
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victimTeam = component.teamIndex;
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}
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}
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if ((bool)attacker)
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{
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TeamComponent component2 = attacker.GetComponent<TeamComponent>();
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if ((bool)component2)
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{
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attackerTeam = component2.teamIndex;
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}
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}
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if (crit)
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{
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text += "!";
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baseOutlineColor = Color.red;
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}
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textMeshComponent.text = text;
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UpdateMagnitude();
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}
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private void UpdateMagnitude()
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{
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float fontSize = magnitudeCurve.Evaluate(life / maxLife) * textMagnitude * scale;
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textMeshComponent.fontSize = fontSize;
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}
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private static void UpdateAll()
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{
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for (int num = instancesList.Count - 1; num >= 0; num--)
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{
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instancesList[num].DoUpdate();
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}
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}
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private void DoUpdate()
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{
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UpdateMagnitude();
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life += Time.deltaTime;
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if (life >= maxLife)
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{
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Object.Destroy(base.gameObject);
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return;
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}
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velocity += gravity * Vector3.down * Time.deltaTime;
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internalPosition += velocity * Time.deltaTime;
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}
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private static void OnUICameraPreCull(UICamera uiCamera)
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{
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GameObject gameObject = null;
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TeamIndex teamIndex = TeamIndex.Neutral;
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Camera camera = uiCamera.camera;
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Camera sceneCam = uiCamera.cameraRigController.sceneCam;
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gameObject = uiCamera.cameraRigController.target;
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teamIndex = uiCamera.cameraRigController.targetTeamIndex;
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for (int i = 0; i < instancesList.Count; i++)
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{
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DamageDisplay damageDisplay = instancesList[i];
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Color color = Color.white;
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if (!damageDisplay.heal)
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{
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if (teamIndex == damageDisplay.victimTeam)
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{
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color = new Color(0.5568628f, 0.29411766f, 0.6039216f);
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}
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else if (teamIndex == damageDisplay.attackerTeam && gameObject != damageDisplay.attacker)
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{
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color = Color.gray;
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}
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}
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damageDisplay.textMeshComponent.color = Color.Lerp(Color.white, damageDisplay.baseColor * color, damageDisplay.life / 0.2f);
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damageDisplay.textMeshComponent.outlineColor = Color.Lerp(Color.white, damageDisplay.baseOutlineColor * color, damageDisplay.life / 0.2f);
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Vector3 position = damageDisplay.internalPosition;
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Vector3 position2 = sceneCam.WorldToScreenPoint(position);
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position2.z = ((position2.z > 0f) ? 1f : (-1f));
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Vector3 position3 = camera.ScreenToWorldPoint(position2);
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damageDisplay.transform.position = position3;
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}
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}
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}
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