using DG.Tweening;
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using Protobuf;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 子弹充能对应的数据结构.
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/// </summary>
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public class BulletUICtl : MonoBehaviour
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{
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public SpriteRenderer bulletScaleMask;
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public float fAdjValue;
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/// <summary>
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/// 最大子弹数目.
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/// </summary>
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public int maxBulletNum;
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/// <summary>
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/// 当前的子弹数目.
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/// </summary>
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protected int curBulletNum;
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private float[] scaleArr = { 0, 0.16f, 0.32f, 0.48f, 0.64f, 0.8f, 1f };
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private float[] yArr = { 0.4f, 0.377f, 0.307f, 0.227f, 0.153f, 0.074f, 0 };
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private float gap = 0.15f;
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// Start is called before the first frame update
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void Start()
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{
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resetToMaxBullet();
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}
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/// <summary>
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/// 获取进度条进度.
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/// </summary>
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/// <returns></returns>
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public int GetCtlProgress()
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{
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return this.curBulletNum;
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}
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/// <summary>
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/// 设置进度.
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/// </summary>
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/// <param name="pro"></param>
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public void SetCtlProcess( int pro)
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{
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this.curBulletNum = pro;
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this.updateBulletUI(pro, maxBulletNum);
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}
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/// <summary>
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/// 重设子弹数目到最大.
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/// </summary>
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public void resetToMaxBullet()
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{
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if (this.curBulletNum == maxBulletNum) return;
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this.curBulletNum = maxBulletNum;
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this.updateBulletUI(curBulletNum, maxBulletNum);
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}
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/// <summary>
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/// 减少子弹,返回减少后的子弹数目。
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/// </summary>
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/// <returns></returns>
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public int decBullet()
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{
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if (this.curBulletNum <= 0) return 0;
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this.curBulletNum--;
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this.updateBulletUI(curBulletNum, maxBulletNum);
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return curBulletNum;
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}
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/// <summary>
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/// 更新子弹界面对应的缩放信息
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/// </summary>
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/// <param name="curBNum"></param>
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/// <param name="totalBNum"></param>
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public void updateBulletUI( int curBNum,int totalBNum)
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{
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if (bulletScaleMask == null) return;
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Vector3 pos = bulletScaleMask.transform.localPosition;
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pos.y = yArr[maxBulletNum - curBulletNum];
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bulletScaleMask.transform.localPosition = pos;
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Vector3 s = bulletScaleMask.transform.localScale;
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s.y = scaleArr[maxBulletNum - curBulletNum];
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bulletScaleMask.transform.localScale = s;
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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