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Add healthbar

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uChema 3 年前
当前提交
0a1c31a0
共有 35 个文件被更改,包括 2244 次插入761 次删除
  1. 3
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  2. 157
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InspectorDescription.prefab
  3. 10
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InspectorIngredient.prefab
  4. 45
      UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/Inventory Inspector.prefab
  5. 834
      UOP1_Project/Assets/Scenes/Managers/Gameplay.unity
  6. 12
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/CakeWithRockCandy_Dish.asset
  7. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/GoldenEgg.asset
  8. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/Onion.asset
  9. 13
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/Pepper.asset
  10. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/RockCandy_Dish.asset
  11. 12
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/RockCritterEgg.asset
  12. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SavoryDough_Dish.asset
  13. 12
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/Seed.asset
  14. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicyCakeWithPepper_Dish.asset
  15. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicySauce_Dish.asset
  16. 12
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SweetCream_Dish.asset
  17. 1
      UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SweetDough_Dish.asset
  18. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Alert.asset
  19. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Fighting.asset
  20. 22
      UOP1_Project/Assets/Scripts/Characters/Damageable.cs
  21. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ChangeGameStateActionSO.cs
  22. 5
      UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs
  23. 6
      UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemSO.cs
  24. 2
      UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs
  25. 2
      UOP1_Project/Assets/Scripts/StateMachine/Debugging/StateMachineDebugger.cs
  26. 12
      UOP1_Project/Assets/Scripts/UI/Inventory/UIInspectorDescription.cs
  27. 73
      UOP1_Project/Assets/WIP/UI/UIHealthBarManager.cs
  28. 14
      UOP1_Project/Assets/UIHeartDisplay.cs
  29. 11
      UOP1_Project/Assets/UIHeartDisplay.cs.meta
  30. 167
      UOP1_Project/Assets/WIP/UI/Heart (5).prefab
  31. 7
      UOP1_Project/Assets/WIP/UI/Heart (5).prefab.meta
  32. 952
      UOP1_Project/Assets/WIP/UI/UIHealthDisplay.prefab
  33. 611
      UOP1_Project/Assets/WIP/UI/UIHealtDisplay.prefab
  34. 0
      /UOP1_Project/Assets/WIP/UI/UIHealthDisplay.prefab.meta

3
UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab


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UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/InspectorIngredient.prefab


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UOP1_Project/Assets/Prefabs/UI/GameplayScene/Inventory/Inventory Inspector.prefab


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12
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/CakeWithRockCandy_Dish.asset


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1
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/GoldenEgg.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/Onion.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/Pepper.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/RockCandy_Dish.asset


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12
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/RockCritterEgg.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SavoryDough_Dish.asset


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12
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/Seed.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicyCakeWithPepper_Dish.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SpicySauce_Dish.asset


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12
UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SweetCream_Dish.asset


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UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects/Items/QuestItems/SweetDough_Dish.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Alert.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Fighting.asset


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22
UOP1_Project/Assets/Scripts/Characters/Damageable.cs


[SerializeField] private GetHitEffectConfigSO _getHitEffectSO;
[SerializeField] private Renderer _mainMeshRenderer;
[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
[Header("Broadcasting On")]
[SerializeField] private IntEventChannelSO _setHealthBar = default;
[SerializeField] private IntEventChannelSO _inflictDamage = default;
[SerializeField] private IntEventChannelSO _restoreHealth = default;
public DroppableRewardConfigSO DroppableRewardConfig => _droppableRewardSO;
private int _currentHealth = default;

private void Awake()
{
_currentHealth = _healthConfigSO.MaxHealth;
if (_setHealthBar != null)
_setHealthBar.RaiseEvent(_currentHealth);
}
public void Kill()

{
if (IsDead)
return;
if (_inflictDamage != null)
_inflictDamage.RaiseEvent(damage);
_currentHealth -= damage;
GetHit = true;
if (_currentHealth <= 0)

public void ResetHealth()
{
_currentHealth = _healthConfigSO.MaxHealth;
if (_setHealthBar != null)
_setHealthBar.RaiseEvent(_currentHealth);
}
public void restoreHealth(int healthToAdd)
{
if (IsDead)
return;
_currentHealth += healthToAdd;
if (_restoreHealth != null)
_restoreHealth.RaiseEvent(healthToAdd);
}
}

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/ChangeGameStateActionSO.cs


}
public override void OnStateEnter()
{
Debug.Log("OnStateEnter :: " + _transform);
if (_whenToRun == Moment.OnStateEnter)
ChangeState();

{
Debug.Log("OnStateExit :: " + _transform);
if (_whenToRun == Moment.OnStateExit)
ChangeState();

5
UOP1_Project/Assets/Scripts/Gameplay/GameStateSO.cs


}
public void ChangeStateFromCombat(Transform enemy)
{
if (_enemiesInCombat.Exists(o => o == enemy))
{
_enemiesInCombat.Remove(enemy);

}
public void UpdateGameState(GameState newGameState)
{
Debug.Log("Current " + CurrentGameState);
// Debug.Log("UpdateGameState " + newGameState);
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}

// Debug.Log("ResetToPreviousGameState " + _currentGameState);
_currentGameState = _previousGameState;
}

6
UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemSO.cs


[SerializeField]
private LocalizedString _description = default;
[Tooltip("A description of the item")]
[SerializeField]
private int _healthResorationValue = default;
[Tooltip("The type of item")]
[SerializeField]

public LocalizedString Name => _name;
public Sprite PreviewImage => _previewImage;
public LocalizedString Description => _description;
public int HealthResorationValue => _healthResorationValue;
public virtual List<ItemStack> IngredientsList { get;}
public virtual List<ItemStack> IngredientsList { get; }
public virtual ItemSO ResultingDish { get; }
public virtual bool IsLocalized { get; }

2
UOP1_Project/Assets/Scripts/SaveSystem/SaveSystem.cs


{
if (FileManager.WriteToFile(saveFilename, saveData.ToJson()))
{
Debug.Log("Save successful " + saveFilename);
// Debug.Log("Save successful " + saveFilename);
}
}
}

2
UOP1_Project/Assets/Scripts/StateMachine/Debugging/StateMachineDebugger.cs


_logBuilder.AppendLine();
_logBuilder.Append("--------------------------------");
Debug.Log(_logBuilder.ToString());
// Debug.Log(_logBuilder.ToString());
}
}
}

12
UOP1_Project/Assets/Scripts/UI/Inventory/UIInspectorDescription.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.Localization.Components;

[SerializeField] private TextMeshProUGUI _textHealthRestoration = default;
[SerializeField] private LocalizeStringEvent _textName = default;
public void FillDescription(ItemSO itemToInspect)

_textName.StringReference.Arguments = new[] { new { Purpose = 0, Amount = 1 } };
_textDescription.StringReference = itemToInspect.Description;
if (itemToInspect.HealthResorationValue > 0)
{
_textHealthRestoration.text = "+" + itemToInspect.HealthResorationValue;
}
else
{
_textHealthRestoration.text = "";
}
_textName.gameObject.SetActive(true);
_textDescription.gameObject.SetActive(true);

73
UOP1_Project/Assets/WIP/UI/UIHealthBarManager.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
Transform target;
int maxHealth=0;
int currentHealth=0;
[SerializeField] private Image[] _heartImages = default;
[SerializeField] private Text healthText = default;
int _maxHealth;
float _currentHealth;
[SerializeField] private UIHeartDisplay[] _heartImages = default;
[SerializeField] private TextMeshProUGUI healthText = default;
[Header("Listening to")]
[SerializeField] private IntEventChannelSO _setHealthBar = default;

_setHealthBar.OnEventRaised += SetHealthBar;
_inflictDamage.OnEventRaised += InflictDamage;
_restoreHealth.OnEventRaised += RestoreHealth;
_setHealthBar.OnEventRaised += SetHealthBar;
_inflictDamage.OnEventRaised += InflictDamage;
_restoreHealth.OnEventRaised += RestoreHealth;
}
private void OnDestroy()
{

}
public void SetHealthBar(int _maxHealth)
{
maxHealth = _maxHealth;
currentHealth = _maxHealth;
setHeartImages();
this._maxHealth = _maxHealth;
_currentHealth = _maxHealth;
SetHeartImages();
currentHealth -= _damage;
setHeartImages();
_currentHealth -= _damage;
SetHeartImages();
currentHealth += _healthToAdd;
setHeartImages();
_currentHealth += _healthToAdd;
SetHeartImages();
void setHeartImages()
void SetHeartImages()
//clamp current value
currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
healthText.text = currentHealth + "/" + maxHealth;
//find max heart index
int heartIndex = Mathf.CeilToInt( ((float)currentHealth / (float)maxHealth) * _heartImages.Length);
int heartValue = _maxHealth / _heartImages.Length;
int filledHeartCount = Mathf.FloorToInt(_currentHealth / heartValue);
_heartImages[i].color = Color.red;
if (_heartImages.Length > heartIndex)
float heartPercent = 0;
if (i < filledHeartCount)
_heartImages[i].gameObject.SetActive(i <= heartIndex);
heartPercent = 1;
}
else if (i == filledHeartCount)
{
heartPercent = ((float)_currentHealth - (float)filledHeartCount * (float)heartValue) / (float)heartValue;
else
{
heartPercent = 0;
}
_heartImages[i].SetImage(heartPercent);
}

14
UOP1_Project/Assets/UIHeartDisplay.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIHeartDisplay : MonoBehaviour
{
[SerializeField] Image SlidingImage;
public void SetImage(float percent)
{
SlidingImage.fillAmount = percent;
}
}

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UOP1_Project/Assets/WIP/UI/Heart (5).prefab


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