SanAndreasUnity/Assets/Scripts/UI/HUD.cs

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2020-05-31 17:07:22 +00:00
using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Utilities;
namespace SanAndreasUnity.UI {
public class HUD : MonoBehaviour {
public static HUD Instance { get; private set; }
public float crosshairSize = 16;
public ScaleMode crosshairScaleMode = ScaleMode.StretchToFill;
public ScreenCorner hudScreenCorner = ScreenCorner.TopRight;
public Vector2 hudSize = new Vector2 (100, 100);
public Vector2 hudPadding = new Vector2 (10, 10);
public Color healthColor = Color.red;
public Color healthBackgroundColor = (Color.red + Color.black) * 0.5f;
public bool drawRedDotOnScreenCenter = false;
void Awake () {
Instance = this;
}
void Update () {
}
void OnGUI () {
if (!Loader.HasLoaded)
return;
if (null == Ped.Instance)
return;
// draw crosshair
if (Ped.Instance.IsAiming) {
DrawCrosshair( new Vector2(Screen.width * 0.5f, Screen.height * 0.5f), Vector2.one * this.crosshairSize, this.crosshairScaleMode );
}
// draw hud
DrawHud( this.hudScreenCorner, this.hudSize, this.hudPadding, this.healthColor, this.healthBackgroundColor );
// draw dot in the middle of screen
if (this.drawRedDotOnScreenCenter)
GUIUtils.DrawRect (GUIUtils.GetCenteredRect (new Vector2 (2f, 2f)), Color.red);
}
public static void DrawCrosshair (Vector2 screenPos, Vector2 size, ScaleMode scaleMode) {
if (null == Weapon.CrosshairTexture)
return;
// crosshair texture is actually only a 4th part of the whole crosshair
// so we have to draw it 4 times
var oldMatrix = GUI.matrix;
// upper left
Rect rect = new Rect( screenPos - size * 0.5f, size * 0.5f );
GUIUtility.RotateAroundPivot (90, rect.center);
GUI.DrawTexture( rect, Weapon.CrosshairTexture, scaleMode );
// upper right
rect = new Rect( new Vector2(screenPos.x, screenPos.y - size.y * 0.5f), size * 0.5f );
GUI.matrix = oldMatrix;
GUIUtility.RotateAroundPivot (180, rect.center);
GUI.DrawTexture( rect, Weapon.CrosshairTexture, scaleMode );
// bottom right
rect = new Rect( new Vector2(screenPos.x, screenPos.y), size * 0.5f );
GUI.matrix = oldMatrix;
GUIUtility.RotateAroundPivot (270, rect.center);
GUI.DrawTexture( rect, Weapon.CrosshairTexture, scaleMode );
// bottom left
rect = new Rect( new Vector2(screenPos.x - size.x * 0.5f, screenPos.y), size * 0.5f );
GUI.matrix = oldMatrix;
GUIUtility.RotateAroundPivot (360, rect.center);
GUI.DrawTexture( rect, Weapon.CrosshairTexture, scaleMode );
GUI.matrix = oldMatrix;
}
public static void DrawHud (ScreenCorner screenCorner, Vector2 size, Vector2 padding, Color healthColor,
Color healthBackgroundColor)
{
var rect = GUIUtils.GetCornerRect (screenCorner, size, padding);
Ped ped = Ped.Instance;
// draw icon for current weapon
Weapon weapon = Ped.Instance.CurrentWeapon;
Rect texRect = rect;
texRect.width *= 0.4f;
texRect.height *= 0.5f;
Texture2D tex;
if (weapon != null)
{
tex = weapon.HudTexture;
}
else
{
tex = Weapon.FistTexture;
}
if (tex != null) {
var savedMatrix = GUI.matrix;
// we have to flip texture around Y axis
GUIUtility.ScaleAroundPivot (new Vector2 (1.0f, -1.0f), texRect.center);
// GUI.DrawTexture( texRect, tex, ScaleMode.StretchToFill, true, 0.0f, Color.black, 3f, 5f );
GUI.DrawTexture (texRect, tex);
GUI.matrix = savedMatrix;
}
// ammo
if (weapon != null && weapon.IsGun)
{
string str = string.Format ("<b>{0}-{1}</b>", weapon.AmmoOutsideOfClip, weapon.AmmoInClip);
// draw it at the bottom of weapon icon
Vector2 desiredSize = GUIUtils.CalcScreenSizeForText (str, GUIUtils.CenteredLabelStyle);
Rect ammoRect = new Rect (new Vector2 (texRect.position.x, texRect.yMax - desiredSize.y / 2.0f), new Vector2 (texRect.width, desiredSize.y));
GUI.Label (ammoRect, str, GUIUtils.CenteredLabelStyle);
}
// health bar
float barHeight = 8f; //rect.height / 10f;
float barWidth = rect.width * 0.5f;
Rect healthBarRect = new Rect (rect.width * 0.5f, texRect.yMax - barHeight, barWidth, barHeight);
DrawBar( healthBarRect, ped.Health / ped.MaxHealth, healthColor, healthBackgroundColor );
}
public static void DrawBar (Rect rect, float fillPerc, Color fillColor, Color backgroundColor)
{
float borderWidth = 2f; //rect.height / 8f;
GUIUtils.DrawBar (rect, fillPerc, fillColor, backgroundColor, borderWidth);
}
}
}