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