SanAndreasUnity/Assets/Scripts/UI/HUD.cs

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using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Utilities;
using UnityEngine.UI;
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using SanAndreasUnity.Importing.Conversion;
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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 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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void Awake () {
Instance = this;
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Loader.onLoadSpecialTextures += LoadTextures;
}
void LoadTextures()
{
// load arrow textures
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;
LoadCrosshairTexture();
}
void LoadCrosshairTexture()
{
Texture2D originalTex = TextureDictionary.Load("hud")
.GetDiffuse("siteM16", new TextureLoadParams { makeNoLongerReadable = false })
.Texture;
// construct crosshair texture
int originalWidth = originalTex.width;
int originalHeight = originalTex.height;
Texture2D tex = new Texture2D(originalWidth * 2, originalHeight * 2);
// 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(originalWidth - i - 1 + originalWidth, 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, originalHeight - j - 1 + originalHeight, 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(originalWidth - i - 1 + originalWidth, originalHeight - j - 1 + originalHeight, originalTex.GetPixel(i, j));
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}
}
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tex.Apply(true, true);
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Weapon.CrosshairTexture = tex;
this.crosshairImage.enabled = true;
this.crosshairImage.texture = 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;
this.crosshairImage.enabled = ped.IsAiming;
var weapon = ped.CurrentWeapon;
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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}
}