Hpbar.cs 4.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using DG;
  6. using DG.Tweening;
  7. /// <summary>
  8. /// 描述:血条
  9. /// 作者:WJ
  10. /// </summary>
  11. public class Hpbar : MonoBehaviour
  12. {
  13. /// <summary>
  14. /// 自身Transform
  15. /// </summary>
  16. private RectTransform mRectTransform = null;
  17. /// <summary>
  18. /// 角色
  19. /// </summary>
  20. private Role mRole = null;
  21. /// <summary>
  22. /// 图片
  23. /// </summary>
  24. private Image mImage = null;
  25. /// <summary>
  26. /// 图片底
  27. /// </summary>
  28. private Image mImageD = null;
  29. /// <summary>
  30. /// 时间
  31. /// </summary>
  32. private float mCurTime = 0;
  33. /// <summary>
  34. /// 血条的上次进度
  35. /// </summary>
  36. private float mLastHPAmount = 1.0f;
  37. /// <summary>
  38. /// 当前进度
  39. /// </summary>
  40. private float mCurAmount = 0;
  41. /// <summary>
  42. /// 差值进度
  43. /// </summary>
  44. private float mOffsetAmount = 0;
  45. /// <summary>
  46. /// 父节点RectTransform
  47. /// </summary>
  48. private RectTransform mRootRectTransform = null;
  49. private float mDelayImageD = 1;
  50. /// <summary>
  51. /// 设置进度条进度
  52. /// </summary>
  53. /// <param name="val">值</param>
  54. public void UpdateHPProgress(float val, float hideTime = 5.0f)
  55. {
  56. if (mImage)
  57. {
  58. mImage.fillAmount = val;
  59. mCurTime = hideTime;
  60. mCurAmount = val;
  61. mOffsetAmount = mLastHPAmount - val;
  62. mLastHPAmount = val;
  63. mImageD.DOFillAmount(mCurAmount, 1f);
  64. }
  65. }
  66. /// <summary>
  67. /// 初始化
  68. /// </summary>
  69. /// <param name="role"></param>
  70. /// <param name="val"></param>
  71. public void Init(RectTransform rect, Role role, float val)
  72. {
  73. mRootRectTransform = rect;
  74. mRole = role;
  75. mRectTransform = transform as RectTransform;
  76. mRectTransform.anchoredPosition = World2UI(mRole.transform.position + Vector3.up * 2.0f);
  77. transform.Find("Image").gameObject.SetActive(true);
  78. mImage = transform.Find("Bar").GetComponent<Image>();
  79. mImageD = transform.Find("BarD").GetComponent<Image>();
  80. mImage.gameObject.SetActive(true);
  81. UpdateHPProgress(val);
  82. }
  83. // Update is called once per frame
  84. void FixedUpdate()
  85. {
  86. if (mRole == null || mRole.isDie)
  87. {
  88. Destroy(gameObject);
  89. return;
  90. }
  91. // 更新血条底
  92. if (mOffsetAmount > 0)
  93. {
  94. //延迟等待
  95. if(mDelayImageD > 0)
  96. {
  97. mDelayImageD -= Time.deltaTime;
  98. }
  99. else
  100. {
  101. mOffsetAmount -= Time.deltaTime * 0.5f;
  102. if (mOffsetAmount <= 0)
  103. {
  104. //mImageD.fillAmount = mCurAmount;
  105. mDelayImageD = 1;
  106. }
  107. else
  108. {
  109. //mImageD.fillAmount = mCurAmount + mOffsetAmount;
  110. }
  111. }
  112. }
  113. // 更新显示时间
  114. if (mCurTime > 0)
  115. {
  116. mCurTime -= Time.deltaTime;
  117. if (mCurTime <= 0)
  118. {
  119. gameObject.SetActive(false);
  120. }
  121. }
  122. mRectTransform.anchoredPosition = Vector2.Lerp(mRectTransform.anchoredPosition, World2UI(mRole.transform.position + Vector3.up * 2.0f), 10 * Time.deltaTime);
  123. }
  124. /// <summary>
  125. /// 世界坐标转成UI坐标
  126. /// </summary>
  127. /// <param name="wpos">世界坐标</param>
  128. /// <returns>UI坐标</returns>
  129. public Vector2 World2UI(Vector3 wpos)
  130. {
  131. if (Camera.main == null)
  132. {
  133. return Vector2.zero;
  134. }
  135. //世界坐标 -> ViewPort坐标
  136. Vector2 viewPos = Camera.main.WorldToViewportPoint(wpos);
  137. //ViewPort坐标 -> UGUI坐标 
  138. return new Vector2(mRootRectTransform.rect.width * viewPos.x, mRootRectTransform.rect.height * viewPos.y);
  139. }
  140. }