OldBlueWater/BlueWater/Assets/02.Scripts/Ui/HpSlider.cs

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using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class HpSlider : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private Slider slider;
[SerializeField] private Slider damageEffectSlider;
[SerializeField] private float duration = 2f;
[SerializeField] private Vector3 offset = Vector3.up;
[Button("셋팅 초기화")]
private void Init()
{
slider = GetComponent<Slider>();
damageEffectSlider = transform.Find("Fill Area/Background/DamageEffectSlider").GetComponent<Slider>();
}
private void Update()
{
if (!target) return;
transform.position = target.TransformPoint(offset);
}
public void SetHpSlider(Transform target, float maxHp)
{
if (!slider || !damageEffectSlider) return;
this.target = target;
slider.maxValue = maxHp;
damageEffectSlider.maxValue = maxHp;
slider.value = maxHp;
damageEffectSlider.value = maxHp;
SetActiveHpSlider(true);
}
public void UpdateHpSlider(float value)
{
if (!slider || !damageEffectSlider) return;
StartCoroutine(DamageEffect(value));
}
private IEnumerator DamageEffect(float value)
{
var previousHp = slider.value;
var tick = (previousHp - value) / duration;
slider.value = value;
while (damageEffectSlider.value > value)
{
damageEffectSlider.value -= tick * Time.deltaTime;
yield return null;
}
damageEffectSlider.value = value;
}
public void SetActiveHpSlider(bool value) => gameObject.SetActive(value);
}
}