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- using UnityEngine;
- using UnityEngine.UI;
- using System.Collections;
- public class HeadBar : MonoBehaviour {
- public Image bar;
- public Text text;
- public Animator radioAnim;
- public Sprite[] bgList;
- public GameObject spellBar;
- public Image spellProgress;
- private BattleObject owner;
- private RectTransform rectTrans;
- private RectTransform canvasTrans;
- public void Init(BattleObject owner)
- {
- if(Session.GetInstance().GetBattleSession() == null)
- {
- Destroy(this.gameObject);
- }
- this.owner = owner;
- rectTrans = GetComponent<RectTransform> ();
- rectTrans.SetSiblingIndex(0);
- canvasTrans = GameObject.FindObjectOfType<Canvas> ().GetComponent<RectTransform>();
- HideSpell();
- UpdateHpBar();
- LateUpdate();
- }
- public void UpdateColor()
- {
- Player myPlayer = Session.GetInstance().GetBattleSession().myPlayer;
- if(owner is Craft && (owner as Craft).IsCtrl())
- {
- bar.sprite = bgList[0];
- }
- else if(myPlayer.team == owner.team)
- {
- bar.sprite = bgList[1];
- }
- else
- {
- bar.sprite = bgList[2];
- }
- }
- public void RadioAlert()
- {
- radioAnim.Play("RadioAlertShow", 0, 0);
- }
-
- // Update is called once per frame
- void LateUpdate ()
- {
- if(owner != null)
- {
- if(owner.IsDead())
- {
- Destroy(this.gameObject);
- }
- else
- {
- UpdatePosition();
- }
- }
- }
- private void UpdatePosition()
- {
- Vector3 position = owner.position;
- position.y += owner.headBarHeight;
- position.z += owner.headBarHeight;
- Vector3 screenPosition = Camera.main.WorldToScreenPoint(position);
- position.x = screenPosition.x/(float)Screen.width;
- position.y = screenPosition.y/(float)Screen.height;
- position.x = position.x*canvasTrans.sizeDelta.x - canvasTrans.sizeDelta.x/2f;
- position.y = position.y*canvasTrans.sizeDelta.y - canvasTrans.sizeDelta.y/2f;
- position.z = 0;
- rectTrans.anchoredPosition = position;
- }
- public void UpdateHpBar()
- {
- float percent = owner.hp/owner.maxHp;
- bar.fillAmount = percent;
- }
- public void SetSpellProgress(float value, float total)
- {
- if(!spellBar.activeInHierarchy)
- spellBar.SetActive(true);
- float percent = value/total;
- spellProgress.fillAmount = Mathf.Min(percent, 1f);
- }
- public void HideSpell()
- {
- spellBar.SetActive(false);
- }
- }
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