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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- using DG;
- using DG.Tweening;
- /// <summary>
- /// 描述:血条
- /// 作者:WJ
- /// </summary>
- public class Hpbar : MonoBehaviour
- {
- /// <summary>
- /// 自身Transform
- /// </summary>
- private RectTransform mRectTransform = null;
- /// <summary>
- /// 角色
- /// </summary>
- private Role mRole = null;
- /// <summary>
- /// 图片
- /// </summary>
- private Image mImage = null;
- /// <summary>
- /// 图片底
- /// </summary>
- private Image mImageD = null;
- /// <summary>
- /// 时间
- /// </summary>
- private float mCurTime = 0;
- /// <summary>
- /// 血条的上次进度
- /// </summary>
- private float mLastHPAmount = 1.0f;
- /// <summary>
- /// 当前进度
- /// </summary>
- private float mCurAmount = 0;
- /// <summary>
- /// 差值进度
- /// </summary>
- private float mOffsetAmount = 0;
- /// <summary>
- /// 父节点RectTransform
- /// </summary>
- private RectTransform mRootRectTransform = null;
- private float mDelayImageD = 1;
- /// <summary>
- /// 设置进度条进度
- /// </summary>
- /// <param name="val">值</param>
- public void UpdateHPProgress(float val, float hideTime = 5.0f)
- {
- if (mImage)
- {
- mImage.fillAmount = val;
- mCurTime = hideTime;
- mCurAmount = val;
- mOffsetAmount = mLastHPAmount - val;
- mLastHPAmount = val;
- mImageD.DOFillAmount(mCurAmount, 1f);
- }
- }
- /// <summary>
- /// 初始化
- /// </summary>
- /// <param name="role"></param>
- /// <param name="val"></param>
- public void Init(RectTransform rect, Role role, float val)
- {
- mRootRectTransform = rect;
- mRole = role;
- mRectTransform = transform as RectTransform;
- mRectTransform.anchoredPosition = World2UI(mRole.transform.position + Vector3.up * 2.0f);
- transform.Find("Image").gameObject.SetActive(true);
- mImage = transform.Find("Bar").GetComponent<Image>();
- mImageD = transform.Find("BarD").GetComponent<Image>();
- mImage.gameObject.SetActive(true);
- UpdateHPProgress(val);
- }
- // Update is called once per frame
- void FixedUpdate()
- {
- if (mRole == null || mRole.isDie)
- {
- Destroy(gameObject);
- return;
- }
- // 更新血条底
- if (mOffsetAmount > 0)
- {
- //延迟等待
- if(mDelayImageD > 0)
- {
- mDelayImageD -= Time.deltaTime;
- }
- else
- {
- mOffsetAmount -= Time.deltaTime * 0.5f;
- if (mOffsetAmount <= 0)
- {
- //mImageD.fillAmount = mCurAmount;
- mDelayImageD = 1;
- }
- else
- {
- //mImageD.fillAmount = mCurAmount + mOffsetAmount;
- }
- }
-
- }
- // 更新显示时间
- if (mCurTime > 0)
- {
- mCurTime -= Time.deltaTime;
- if (mCurTime <= 0)
- {
- gameObject.SetActive(false);
- }
- }
- mRectTransform.anchoredPosition = Vector2.Lerp(mRectTransform.anchoredPosition, World2UI(mRole.transform.position + Vector3.up * 2.0f), 10 * Time.deltaTime);
- }
- /// <summary>
- /// 世界坐标转成UI坐标
- /// </summary>
- /// <param name="wpos">世界坐标</param>
- /// <returns>UI坐标</returns>
- public Vector2 World2UI(Vector3 wpos)
- {
- if (Camera.main == null)
- {
- return Vector2.zero;
- }
- //世界坐标 -> ViewPort坐标
- Vector2 viewPos = Camera.main.WorldToViewportPoint(wpos);
- //ViewPort坐标 -> UGUI坐标
- return new Vector2(mRootRectTransform.rect.width * viewPos.x, mRootRectTransform.rect.height * viewPos.y);
- }
- }
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