using DG.Tweening;
using UnityEngine.UI;
using UnityEngine;
using TowerDefense.Agents;
using Core.Health;
/**
* Agent血条
* @Author: chenxin
* @Date: 2020-12-03 17:09:45
*/
namespace KTGMGemClient
{
public class AgentBlood : MonoBehaviour
{
private Agent target;
public Agent Target
{
get { return target; }
set
{
target = value;
if (target != null)
SetBase();
}
}
public Image BloodImg;
private float offsetY = 50f;
private float scale = 1f;
private Tweener tween;
///
/// 简单设置一下血条大小的适配
///
private void SetBase()
{
if (Target != null)
{
if (Target.EnemyData != null)
{
switch (Target.EnemyData.id)
{
case 1: // 火
scale = 0.8f;
offsetY = 40f;
break;
case 2: // 水
scale = 1f;
break;
case 3: // 木
scale = 0.5f;
offsetY = 20f;
break;
}
}
transform.localScale = new Vector3(scale, 0.7f, scale);
}
}
private void Start()
{
BloodImg.fillAmount = 1;
}
// Update is called once per frame
private void Update()
{
if (!gameObject.activeInHierarchy) return;
Camera camera = GameObject.Find("SceneCamera3D").GetComponent();
Vector3 screenPos = camera.WorldToScreenPoint(Target.position);
screenPos.y += offsetY;
transform.position = screenPos;
}
public void SetCurrentBlood(float value, bool useTween = true)
{
if (useTween)
tween = DOTween.To(() => BloodImg.fillAmount, (float v) => BloodImg.fillAmount = v, value, 0.3f);
else
BloodImg.fillAmount = value;
}
public void OnDied(HealthChangeInfo info)
{
if (tween != null)
tween.Kill();
if (gameObject != null)
Destroy(gameObject);
}
public void OnHealthChanged(HealthChangeInfo info)
{
if (info.absHealthDifference > 0)
{
if (!gameObject.activeInHierarchy && info.newHealth > 0.0001f)
gameObject.SetActive(true);
float val = Mathf.Clamp01(info.newHealth / info.damageable.maxHealth);
SetCurrentBlood(val);
}
}
public void Hide()
{
gameObject.SetActive(false);
}
}
}