CapersProject/Assets/02.Scripts/Character/Player/PlayerHealthPoint.cs
Nam Tae Gun dd9ea77427 Ui관련 패키지들 추가
+ Ui Particle package
+ Unity UI Extensions package
+ AnimateUIMaterials-main package
+ AllIn1VfxToolkit package

+ Title 변경 중 오류 수정
+ 전투 플레이어 죽을 때, 플레이어의 스킬 모두 중단
+ 전투 플레이어의 스킬 게이지 Ui가 100%가 되었을 때, 하이라이트 효과 추가
+ Bloom Volume 추가
2024-06-24 00:57:47 +09:00

164 lines
4.9 KiB
C#

using System;
using System.Collections;
using BlueWater.Audios;
using BlueWater.Interfaces;
using BlueWater.Uis;
using BlueWater.Utility;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Players
{
public class PlayerHealthPoint : MonoBehaviour, IDamageable
{
// Components
[SerializeField]
private SpriteRenderer _spriteRenderer;
private IDashable _dashable;
private ISkillHandler _skillHandler;
// Variables
[field: SerializeField]
public int MaxHealthPoint { get; private set; }
[field: SerializeField]
public int CurrentHealthPoint { get; private set; }
[field: SerializeField]
public float InvincibilityDuration { get; private set; } = 0.5f;
public bool IsInvincible { get; private set; }
private WaitForSeconds _flashWhiteWaitTime;
private Coroutine _flashWhiteCoroutine;
private Coroutine _damageIntervalCoroutine;
private PlayerHealthPointUi _playerHealthPointUi;
private bool _isQuitting;
// Hashes
private static readonly int _isHitHash = Shader.PropertyToID("_IsHit");
// Events
public event Action<int> OnHealthChanged;
public event Action OnDead;
// Unity events
private void Awake()
{
InitializeComponents();
}
private void Start()
{
if (CombatUiManager.Instance)
{
_playerHealthPointUi = CombatUiManager.Instance.PlayerHealthPointUi;
OnHealthChanged += _playerHealthPointUi.SetCurrentHealthPoint;
}
_flashWhiteWaitTime = new WaitForSeconds(InvincibilityDuration * 0.1f);
SetCurrentHealthPoint(MaxHealthPoint);
}
private void OnApplicationQuit()
{
_isQuitting = true;
}
private void OnDestroy()
{
if (_isQuitting || !_playerHealthPointUi) return;
OnHealthChanged -= _playerHealthPointUi.SetCurrentHealthPoint;
}
// Initialize methods
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_dashable = GetComponent<IDashable>();
_skillHandler = GetComponent<ISkillHandler>();
}
// Methods
public void SetCurrentHealthPoint(int changedHealthPoint)
{
var newChangedHealthPoint = Mathf.Clamp(changedHealthPoint, 0, MaxHealthPoint);
CurrentHealthPoint = newChangedHealthPoint;
OnHealthChanged?.Invoke(newChangedHealthPoint);
if (CurrentHealthPoint <= 2)
{
PostProcessingManager.Instance.LowHpVignette();
}
else
{
PostProcessingManager.Instance.DefaultHpVignette();
}
}
public bool CanDamage()
{
if (IsInvincible) return false;
var isDashing = _dashable?.IsDashing ?? false;
var isActivatingSkill = _skillHandler?.IsActivatingSkill ?? false;
return !isDashing && !isActivatingSkill;
}
public void TakeDamage(int damageAmount)
{
IsInvincible = true;
var changeHp = Mathf.Max(CurrentHealthPoint - damageAmount, 0);
SetCurrentHealthPoint(changeHp);
AudioManager.Instance.PlaySfx("CombatPlayerAttacked");
// 죽었는지 체크
if (changeHp == 0f)
{
Die();
return;
}
if (_spriteRenderer.material.HasInt(_isHitHash))
{
Utils.StartUniqueCoroutine(this, ref _flashWhiteCoroutine, FlashWhiteCoroutine());
}
Utils.StartUniqueCoroutine(this, ref _damageIntervalCoroutine, Utils.CoolDownCoroutine(InvincibilityDuration, EndDamageIntervalCoroutine));
}
public void TryTakeDamage(int damageAmount)
{
if (!CanDamage()) return;
TakeDamage(damageAmount);
}
public void Die()
{
OnDead?.Invoke();
}
private IEnumerator FlashWhiteCoroutine()
{
for (var i = 0; i < 5; i++)
{
_spriteRenderer.material.SetInt(_isHitHash, 1);
yield return _flashWhiteWaitTime;
_spriteRenderer.material.SetInt(_isHitHash, 0);
yield return _flashWhiteWaitTime;
}
Utils.EndUniqueCoroutine(this, ref _flashWhiteCoroutine);
}
private void EndDamageIntervalCoroutine()
{
IsInvincible = false;
Utils.EndUniqueCoroutine(this, ref _damageIntervalCoroutine);
}
}
}