OldBlueWater/BlueWater/Assets/02.Scripts/OceanUi.cs
NTG 278868a690 #Closes #101 #102 #103 #111 #117 #118
+ 부스터 사용시 집중선(SpeedLines) 기능 추가
+ 부스터 사용시 카메라 흔들림 효과 기능 추가
+ 부스터 사용시 포스트프로세싱(Vignette) 기능 추가
+ 부스터 소진시 내부적인 추가 부스터 시간 추가
+ 추가 부스터까지 소진시 부스터 쿨타임 적용
  ㄴ 기존의 이동속도보다 2배 느려지는 기능 추가
+ ShipPlayer(배) 모델링 변경
  ㄴ Hand_Painted_Boats(에셋 이름)
+ 배 변경에 따른 대포(Cannon) 변경 및 로직 수정
  ㄴ 대포의 발사 각도 변경
  ㄴ 대포의 스피드 변경
+ 배의 움직임 로직 변경
  ㄴ 일정한 속도로 회전
  ㄴ Rigidbody Freeze Rotation
+ 중형 물고기 모델링 추가
  ㄴ HammerHeadShark(망치머리상어) 추가
  ㄴ Stingray(가오리) 추가

+ Layer(PostProcessing) 추가
+ VisualFeedbackManager에 포스트 프로세싱 기능 관련 추가
2024-01-15 02:24:48 +09:00

137 lines
4.8 KiB
C#

using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
#region ProcessBar Class
[Serializable]
public class ProcessBar
{
[field: SerializeField] public GameObject Obj { get; set; }
[field: SerializeField] public Image Fill { get; set; }
[field: SerializeField] public Transform PreviousGaugeLine { get; set; }
[field: SerializeField] public Slider ReloadSlider { get; set; }
[field: SerializeField] public float ShakeDuration { get; set; } = 0.5f;
[field: SerializeField] public float ShakePower { get; set; } = 10f;
private AudioSource reloadingAttackSound;
private bool isShaking;
public ProcessBar(GameObject obj, Image fill, Transform previousGaugeLine, Slider reloadSlider)
{
Obj = obj;
Fill = fill;
PreviousGaugeLine = previousGaugeLine;
ReloadSlider = reloadSlider;
reloadingAttackSound = ReloadSlider.GetComponent<AudioSource>();
SetFillAmount(0f);
}
public void SetActive(bool value) => Obj.SetActive(value);
public void SetPosition(Vector3 value) => Obj.transform.position = value;
public void SetFillAmount(float value) => Fill.fillAmount = value;
public void SetRotateZ(float value) => PreviousGaugeLine.rotation = Quaternion.Euler(0f, 0f, value);
public void SetActiveReloadSlider(bool value) => ReloadSlider.gameObject.SetActive(value);
public void SetSliderValue(float value) => ReloadSlider.value = value;
public IEnumerator ShakeProcessBarCoroutine()
{
if (isShaking) yield break;
isShaking = true;
reloadingAttackSound.Play();
var time = 0f;
var processBarOriginalPos = Obj.transform.localPosition;
while (time < ShakeDuration)
{
if (!Obj.gameObject.activeSelf)
{
Obj.transform.localPosition = processBarOriginalPos;
isShaking = false;
yield break;
}
time += Time.deltaTime;
var shakeAmount = Random.Range(-1f, 1f) * ShakePower;
var processBarLocalPos = Obj.transform.localPosition;
Obj.transform.localPosition = new Vector3(processBarLocalPos.x + shakeAmount, processBarLocalPos.y, processBarLocalPos.z);
yield return null;
}
Obj.transform.localPosition = processBarOriginalPos;
isShaking = false;
}
}
#endregion
public class OceanUi : MonoBehaviour
{
[Title("초기화 방식")]
[SerializeField] private bool autoInit = true;
[field: Title("UI")]
[field: SerializeField] public ProcessBar ProcessBar { get; set; }
[SerializeField] private Vector3 processBarOffset = Vector3.zero;
[field: SerializeField] public Slider ShipBoostSlider { get; set; }
[field: SerializeField] public GameObject SpeedLines { get; set; }
private Canvas canvas;
[Button("셋팅 초기화")]
private void Init()
{
canvas = GetComponent<Canvas>();
if (!canvas)
{
Debug.LogError("canvas is null error");
return;
}
var processBar = canvas.transform.Find("ProcessBar").gameObject;
var fill = processBar.transform.Find("Fill").GetComponent<Image>();
var previousGaugeLine = processBar.transform.Find("PreviousGaugeLine").transform;
var reloadSlider = canvas.transform.Find("ReloadSlider").GetComponent<Slider>();
ProcessBar = new ProcessBar(processBar, fill, previousGaugeLine, reloadSlider);
ProcessBar.SetActiveReloadSlider(false);
ShipBoostSlider = canvas.transform.Find("ShipBoostSlider").GetComponent<Slider>();
ShipBoostSlider.value = 0f;
SpeedLines = canvas.transform.Find("SpeedLines").gameObject;
SpeedLines.SetActive(false);
}
private void Awake()
{
if (autoInit)
{
Init();
}
UiManager.Inst.OceanUi = this;
ProcessBar.SetActive(false);
}
private void Update()
{
if (ProcessBar.Obj.activeSelf)
{
var mousePos = Input.mousePosition;
var result = mousePos + processBarOffset;
ProcessBar.SetPosition(result);
}
}
public void SetActiveSpeedLine(bool value) => SpeedLines.SetActive(value);
}
}