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BABA_YAGA/Assets/Opsive/UltimateCharacterController/Scripts/UI/FullScreenItemUIMonitor.cs

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2026-06-14 23:57:44 +07:00
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.UI
{
using Opsive.Shared.Events;
using Opsive.Shared.Game;
using Opsive.UltimateCharacterController.Character;
using UnityEngine;
/// <summary>
/// The FullScreenItemUIMonitor will show the full screen item UI when the OnItemShowFullScreenUI event is triggered.
/// </summary>
public class FullScreenItemUIMonitor : CharacterMonitor
{
[Tooltip("Should the crosshairs be shown?")]
[SerializeField] protected int m_ID;
public int ID { get { return m_ID; } set { m_ID = value; } }
private UltimateCharacterLocomotion m_CharacterController;
private GameObject m_GameObject;
private bool m_FullScreenUIShown;
/// <summary>
/// Initialize the default values.
/// </summary>
protected override void Awake()
{
base.Awake();
m_GameObject = gameObject;
m_GameObject.SetActive(false);
}
/// <summary>
/// Attaches the monitor to the specified character.
/// </summary>
/// <param name="character">The character to attach the monitor to.</param>
protected override void OnAttachCharacter(GameObject character)
{
if (m_Character != null) {
EventHandler.UnregisterEvent<int, bool>(m_Character, "OnItemShowFullScreenUI", OnShowItemUI);
}
base.OnAttachCharacter(character);
if (m_Character == null) {
return;
}
EventHandler.RegisterEvent<int, bool>(m_Character, "OnItemShowFullScreenUI", OnShowItemUI);
m_CharacterController = m_Character.GetCachedComponent<UltimateCharacterLocomotion>();
}
/// <summary>
/// Shows or hides the full screen item UI.
/// </summary>
/// <param name="id">The ID of the UI that should be shown or hidden.</param>
/// <param name="show">Should the UI be shown?</param>
private void OnShowItemUI(int id, bool show)
{
if (id == -1 || id != m_ID) {
return;
}
m_FullScreenUIShown = show;
// Independent look movement types don't look in the direction of the camera so they shouldn't show the full screen UI.
if (m_CharacterController.ActiveMovementType.UseIndependentLook(false)) {
show = false;
}
m_GameObject.SetActive(m_ShowUI && show);
}
/// <summary>
/// Can the UI be shown?
/// </summary>
/// <returns>True if the UI can be shown.</returns>
protected override bool CanShowUI()
{
return base.CanShowUI() && m_FullScreenUIShown;
}
}
}