CapersProject/Assets/02.Scripts/Ui/Combat/CombatSkillUi.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

88 lines
2.5 KiB
C#

using System;
using DG.Tweening;
using Sirenix.OdinInspector;
using TMPro;
using UnityEditor.Searcher;
using UnityEngine;
using UnityEngine.UI;
namespace BlueWater.Uis
{
public class CombatSkillUi : MonoBehaviour
{
[SerializeField, Required]
private Image _skillGaugeFillImage;
[SerializeField, Required]
private TMP_Text _percentText;
[SerializeField]
private Image _highlightOutline;
[SerializeField, Required]
private Image _fadeImage;
[SerializeField]
private Vector2 _fadeInOutDuration = new(0.05f, 0.2f);
private Tween _coolDownTween;
private Tween _fadeTween;
private bool _isQuitting;
private void OnApplicationQuit()
{
_isQuitting = true;
}
private void OnDestroy()
{
if (_isQuitting) return;
_coolDownTween.Kill();
_fadeTween.Kill();
}
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_skillGaugeFillImage = transform.Find("SkillGaugeFillImage").GetComponent<Image>();
_percentText = transform.Find("PercentText").GetComponent<TMP_Text>();
_highlightOutline = _skillGaugeFillImage.transform.Find("HighlightOutline").GetComponent<Image>();
_fadeImage = transform.Find("FadeImage").GetComponent<Image>();
}
public void CoolDown(float fillDuration)
{
_highlightOutline.enabled = false;
SetFill(0f);
_coolDownTween = _skillGaugeFillImage.DOFillAmount(1f, fillDuration)
.OnUpdate(() =>
{
_percentText.text = (int)(_skillGaugeFillImage.fillAmount * 100) + "%";
})
.OnComplete(() =>
{
SetFill(1f);
_fadeImage.color = new Color(1, 1, 1, 0);
_fadeTween = _fadeImage.DOFade(1f, _fadeInOutDuration.x).OnComplete(() =>
{
_fadeImage.DOFade(0f, _fadeInOutDuration.y);
_highlightOutline.enabled = true;
});
});
}
public void ResetSkillUi()
{
SetFill(1f);
_highlightOutline.enabled = true;
}
private void SetFill(float value)
{
_skillGaugeFillImage.fillAmount = value;
_percentText.text = (int)(value * 100) + "%";
}
}
}