SanAndreasUnity/Assets/Scripts/UI/HUD.cs

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using System;
using System.Collections.Generic;
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using UnityEngine;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Utilities;
using UnityEngine.UI;
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using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Behaviours.Vehicles;
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namespace SanAndreasUnity.UI {
public class HUD : MonoBehaviour {
public static HUD Instance { get; private set; }
public Canvas canvas;
public RawImage weaponImage;
public Text weaponAmmoText;
public RawImage healthBackgroundImage;
public RawImage healthForegroundImage;
public RawImage crosshairImage;
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public Text pedStateText;
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public Text pedVelocityText;
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public Text radioStationText;
[SerializeField] [Range(0.3f, 10f)] float m_radioStationLabelDuration = 3f;
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public static Texture2D LeftArrowTexture { get; set; }
public static Texture2D RightArrowTexture { get; set; }
public static Texture2D UpArrowTexture { get; set; }
public static Texture2D DownArrowTexture { get; set; }
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public float regularCrosshairTextureSizeMultiplier = 1.0f;
public float rocketCrosshairTextureSizeMultiplier = 1.5f;
public float regularCrosshairUiSizeMultiplier = 1.0f;
public float rocketCrosshairUiSizeMultiplier = 1.5f;
private Vector2 m_defaultCrosshairSize;
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void Awake () {
Instance = this;
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Loader.onLoadSpecialTextures += LoadTextures;
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m_defaultCrosshairSize = this.crosshairImage.rectTransform.sizeDelta;
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}
void LoadTextures()
{
// load arrow textures
F.RunExceptionSafe(() =>
{
var pcbtnsTxd = TextureDictionary.Load("pcbtns");
LeftArrowTexture = pcbtnsTxd.GetDiffuse("left").Texture;
RightArrowTexture = pcbtnsTxd.GetDiffuse("right").Texture;
UpArrowTexture = pcbtnsTxd.GetDiffuse("up").Texture;
DownArrowTexture = pcbtnsTxd.GetDiffuse("down").Texture;
});
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LoadCrosshairTextures();
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}
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void LoadCrosshairTextures()
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{
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Texture2D regularCrosshairTex = ConstructCrosshairTexture("siteM16", this.regularCrosshairTextureSizeMultiplier);
Texture2D rocketCrosshairTex = ConstructCrosshairTexture("siterocket", this.rocketCrosshairTextureSizeMultiplier);
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Weapon.CrosshairTexture = regularCrosshairTex;
Weapon.RocketCrosshairTexture = rocketCrosshairTex;
this.crosshairImage.enabled = true;
this.crosshairImage.texture = regularCrosshairTex;
}
static Texture2D ConstructCrosshairTexture(string textureName, float sizeMultiplier)
{
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Texture2D originalTex = TextureDictionary.Load("hud")
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.GetDiffuse(textureName, new TextureLoadParams { makeNoLongerReadable = false })
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.Texture;
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return ConstructCrosshairTexture(originalTex, sizeMultiplier);
}
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static Texture2D ConstructCrosshairTexture(Texture2D originalTex, float sizeMultiplier)
{
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int originalWidth = originalTex.width;
int originalHeight = originalTex.height;
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int newWidth = Mathf.RoundToInt(originalWidth * 2 * sizeMultiplier);
int newHeight = Mathf.RoundToInt(originalHeight * 2 * sizeMultiplier);
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Texture2D tex = new Texture2D(newWidth, newHeight, TextureFormat.ARGB32, false, true);
if (sizeMultiplier > 1)
{
// set all pixels to transparent
Color[] emptyColors = new Color[newWidth * newHeight];
tex.SetPixels(emptyColors);
}
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// bottom left
for (int i = 0; i < originalWidth; i++)
{
for (int j = 0; j < originalHeight; j++)
{
tex.SetPixel(i, j, originalTex.GetPixel(i, j));
}
}
// bottom right - flip around X axis
for (int i = 0; i < originalWidth; i++)
{
for (int j = 0; j < originalHeight; j++)
{
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tex.SetPixel(newWidth - i - 1 + newWidth, j, originalTex.GetPixel(i, j));
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}
}
// top left - flip Y axis
for (int i = 0; i < originalWidth; i++)
{
for (int j = 0; j < originalHeight; j++)
{
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tex.SetPixel(i, newHeight - j - 1 + newHeight, originalTex.GetPixel(i, j));
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}
}
// top right - flip both X and Y axes
for (int i = 0; i < originalWidth; i++)
{
for (int j = 0; j < originalHeight; j++)
{
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tex.SetPixel(newWidth - i - 1 + newWidth, newHeight - j - 1 + newHeight, originalTex.GetPixel(i, j));
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}
}
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tex.Apply(false, true);
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return tex;
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}
void Update()
{
if (!Loader.HasLoaded)
{
this.canvas.enabled = false;
return;
}
var ped = Ped.Instance;
if (null == ped)
{
this.canvas.enabled = false;
return;
}
this.canvas.enabled = true;
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var weapon = ped.CurrentWeapon;
this.crosshairImage.enabled = ped.IsAiming;
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if (this.crosshairImage.enabled)
{
if (weapon != null)
{
Texture2D crosshairTextureToDisplay = Weapon.CrosshairTexture;
float uiSizeMultiplier = this.regularCrosshairUiSizeMultiplier;
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if (weapon.Data.modelId1 == WeaponId.RocketLauncher || weapon.Data.modelId1 == WeaponId.RocketLauncherHS)
{
crosshairTextureToDisplay = Weapon.RocketCrosshairTexture;
uiSizeMultiplier = this.rocketCrosshairUiSizeMultiplier;
}
if (this.crosshairImage.texture != crosshairTextureToDisplay)
this.crosshairImage.texture = crosshairTextureToDisplay;
Vector2 uiSize = m_defaultCrosshairSize * uiSizeMultiplier;
if (this.crosshairImage.rectTransform.sizeDelta != uiSize)
this.crosshairImage.rectTransform.sizeDelta = uiSize;
}
}
Texture2D weaponTextureToDisplay = weapon != null ? weapon.HudTexture : Weapon.FistTexture;
if (this.weaponImage.texture != weaponTextureToDisplay)
this.weaponImage.texture = weaponTextureToDisplay;
string ammoText = weapon != null ? weapon.AmmoOutsideOfClip + "-" + weapon.AmmoInClip : string.Empty;
if (this.weaponAmmoText.text != ammoText)
this.weaponAmmoText.text = ammoText;
float healthPerc = Mathf.Clamp01( ped.Health / ped.MaxHealth );
this.healthForegroundImage.rectTransform.sizeDelta = new Vector2(this.healthBackgroundImage.rectTransform.sizeDelta.x * healthPerc, this.healthForegroundImage.rectTransform.sizeDelta.y);
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string pedStateDisplayText = "Current ped state: " + (ped.CurrentState != null ? ped.CurrentState.GetType().Name : "none");
if (pedStateDisplayText != this.pedStateText.text)
this.pedStateText.text = pedStateDisplayText;
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this.pedVelocityText.enabled = PedManager.Instance.showPedSpeedometer;
if (this.pedVelocityText.enabled)
{
string pedVelocityDisplayText = string.Format("{0:0.0} km/h", ped.GetComponent<PlayerController>().CurVelocity);
if (pedVelocityDisplayText != this.pedVelocityText.text)
this.pedVelocityText.text = pedVelocityDisplayText;
}
string textForRadioStation = "";
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var vehicle = ped.CurrentVehicle;
if (vehicle != null)
{
var seat = ped.CurrentVehicleSeat;
if (vehicle.TimeSinceRadioStationChanged < m_radioStationLabelDuration
|| (seat != null && seat.TimeSincePedChanged < m_radioStationLabelDuration))
{
textForRadioStation = vehicle.CurrentRadioStationIndex >= 0 ?
RadioStation.StationNames[vehicle.CurrentRadioStationIndex] : "Radio Off";
}
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}
if (this.radioStationText.text != textForRadioStation)
this.radioStationText.text = textForRadioStation;
}
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}
}