124 lines
4.3 KiB
C#
124 lines
4.3 KiB
C#
/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.UI
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{
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using Opsive.Shared.Events;
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using Opsive.Shared.Game;
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using Opsive.UltimateCharacterController.Traits;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// The AttributeMonitor will update the UI for the character's attributes.
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/// </summary>
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public class AttributeMonitor : CharacterMonitor
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{
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[Tooltip("The AttributeManager that contains the attribute. If null the character's Attribute Manager will be used.")]
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[SerializeField] protected AttributeManager m_AttributeManager;
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[Tooltip("The name of the attribute that the UI should monitor.")]
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[SerializeField] protected string m_AttributeName = "Health";
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[Tooltip("A reference used to the slider used to show the attribute value.")]
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[SerializeField] protected Slider m_Slider;
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private Attribute m_Attribute;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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protected override void Awake()
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{
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if (m_Slider == null) {
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m_Slider = GetComponent<Slider>();
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}
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if (m_AttributeManager != null) {
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EventHandler.RegisterEvent<Attribute>(m_AttributeManager.gameObject, "OnAttributeUpdateValue", OnUpdateValue);
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}
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// The monitor can't display if there is no slider.
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if (m_Slider != null) {
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base.Awake();
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} else {
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enabled = false;
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}
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}
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/// <summary>
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/// Attaches the monitor to the specified character.
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/// </summary>
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/// <param name="character">The character to attach the monitor to.</param>
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protected override void OnAttachCharacter(GameObject character)
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{
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if (m_Character != null) {
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if (m_AttributeManager != null && m_AttributeManager.gameObject == character) {
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EventHandler.UnregisterEvent<Attribute>(m_AttributeManager.gameObject, "OnAttributeUpdateValue", OnUpdateValue);
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m_AttributeManager = null;
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}
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}
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base.OnAttachCharacter(character);
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if (m_Character == null) {
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return;
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}
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if (m_AttributeManager == null) {
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m_AttributeManager = m_Character.GetCachedComponent<AttributeManager>();
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EventHandler.RegisterEvent<Attribute>(m_AttributeManager.gameObject, "OnAttributeUpdateValue", OnUpdateValue);
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}
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if (m_AttributeManager == null) {
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enabled = false;
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gameObject.SetActive(false);
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return;
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}
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m_Attribute = m_AttributeManager.GetAttribute(m_AttributeName);
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if (m_Attribute == null) {
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enabled = false;
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gameObject.SetActive(false);
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return;
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}
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enabled = true;
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m_Slider.value = (m_Attribute.Value - m_Attribute.MinValue) / (m_Attribute.MaxValue - m_Attribute.MinValue);
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}
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/// <summary>
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/// The attribute's value has been updated.
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/// </summary>
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/// <param name="attribute">The attribute that was updated.</param>
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private void OnUpdateValue(Attribute attribute)
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{
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if (attribute != m_Attribute) {
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return;
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}
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m_Slider.value = (m_Attribute.Value - m_Attribute.MinValue) / (m_Attribute.MaxValue - m_Attribute.MinValue);
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}
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/// <summary>
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/// The object has been destroyed.
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/// </summary>
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protected override void OnDestroy()
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{
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base.OnDestroy();
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if (m_AttributeManager != null) {
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EventHandler.UnregisterEvent<Attribute>(m_AttributeManager.gameObject, "OnAttributeUpdateValue", OnUpdateValue);
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}
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}
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/// <summary>
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/// Can the UI be shown?
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/// </summary>
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/// <returns>True if the UI can be shown.</returns>
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protected override bool CanShowUI()
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{
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return base.CanShowUI() && m_Attribute != null;
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}
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}
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}
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