mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
287 lines
8.5 KiB
C#
287 lines
8.5 KiB
C#
using UnityEngine;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Utilities;
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using UnityEngine.UI;
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using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Behaviours.Vehicles;
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using SanAndreasUnity.Behaviours.World;
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namespace SanAndreasUnity.UI {
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public class HUD : MonoBehaviour {
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public static HUD Instance { get; private set; }
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public Canvas canvas;
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public RawImage weaponImage;
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public Text weaponAmmoText;
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public RawImage healthBackgroundImage;
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public RawImage healthForegroundImage;
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public RawImage crosshairImage;
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public Text pedStateText;
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public Text pedVelocityText;
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public Text radioStationText;
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public Text dayTimeText;
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[SerializeField] [Range(0.3f, 10f)] float m_radioStationLabelDuration = 3f;
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public static Texture2D LeftArrowTexture { get; set; }
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public static Texture2D RightArrowTexture { get; set; }
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public static Texture2D UpArrowTexture { get; set; }
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public static Texture2D DownArrowTexture { get; set; }
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public float regularCrosshairTextureSizeMultiplier = 1.0f;
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public float rocketCrosshairTextureSizeMultiplier = 1.5f;
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public float regularCrosshairUiSizeMultiplier = 1.0f;
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public float rocketCrosshairUiSizeMultiplier = 1.5f;
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private Vector2 m_defaultCrosshairSize;
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void Awake () {
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Instance = this;
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Loader.onLoadSpecialTextures += LoadTextures;
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m_defaultCrosshairSize = this.crosshairImage.rectTransform.sizeDelta;
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}
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void LoadTextures()
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{
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// load arrow textures
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F.RunExceptionSafe(() =>
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{
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var pcbtnsTxd = TextureDictionary.Load("pcbtns");
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LeftArrowTexture = pcbtnsTxd.GetDiffuse("left").Texture;
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RightArrowTexture = pcbtnsTxd.GetDiffuse("right").Texture;
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UpArrowTexture = pcbtnsTxd.GetDiffuse("up").Texture;
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DownArrowTexture = pcbtnsTxd.GetDiffuse("down").Texture;
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});
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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);
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Texture2D rocketCrosshairTex = ConstructCrosshairTexture("siterocket", this.rocketCrosshairTextureSizeMultiplier);
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Weapon.CrosshairTexture = regularCrosshairTex;
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Weapon.RocketCrosshairTexture = rocketCrosshairTex;
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this.crosshairImage.enabled = true;
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this.crosshairImage.texture = regularCrosshairTex;
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}
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static Texture2D ConstructCrosshairTexture(string textureName, float sizeMultiplier)
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{
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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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}
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static Texture2D ConstructCrosshairTexture(Texture2D originalTex, float sizeMultiplier)
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{
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int originalWidth = originalTex.width;
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int originalHeight = originalTex.height;
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int newWidth = Mathf.RoundToInt(originalWidth * 2 * sizeMultiplier);
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int newHeight = Mathf.RoundToInt(originalHeight * 2 * sizeMultiplier);
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Texture2D tex = new Texture2D(newWidth, newHeight, TextureFormat.ARGB32, false, true);
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if (sizeMultiplier > 1)
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{
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// set all pixels to transparent
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Color[] emptyColors = new Color[newWidth * newHeight];
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tex.SetPixels(emptyColors);
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}
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// bottom left
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(i, j, originalTex.GetPixel(i, j));
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}
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}
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// bottom right - flip around X axis
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(newWidth - i - 1 + newWidth, j, originalTex.GetPixel(i, j));
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}
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}
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// top left - flip Y axis
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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tex.SetPixel(i, newHeight - j - 1 + newHeight, originalTex.GetPixel(i, j));
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}
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}
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// top right - flip both X and Y axes
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for (int i = 0; i < originalWidth; i++)
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{
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for (int j = 0; j < originalHeight; j++)
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{
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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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}
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tex.Apply(false, true);
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return tex;
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}
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void Update()
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{
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if (!Loader.HasLoaded)
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{
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this.canvas.enabled = false;
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return;
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}
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this.canvas.enabled = true;
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var ped = Ped.Instance;
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bool showPedUi = ped != null;
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this.UpdateWeaponUi(ped, showPedUi);
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this.UpdateOtherUi(ped, showPedUi);
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this.UpdateDayTimeUi();
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this.UpdateRadioStationUi(ped, showPedUi);
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}
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void UpdateWeaponUi(Ped ped, bool enableUi)
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{
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if (!enableUi)
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{
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this.crosshairImage.enabled = false;
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this.weaponImage.enabled = false;
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this.weaponAmmoText.enabled = false;
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return;
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}
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var weapon = ped.CurrentWeapon;
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this.crosshairImage.enabled = ped.IsAiming;
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if (this.crosshairImage.enabled)
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{
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if (weapon != null)
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{
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Texture2D crosshairTextureToDisplay = Weapon.CrosshairTexture;
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float uiSizeMultiplier = this.regularCrosshairUiSizeMultiplier;
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if (weapon.Data.modelId1 == WeaponId.RocketLauncher || weapon.Data.modelId1 == WeaponId.RocketLauncherHS)
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{
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crosshairTextureToDisplay = Weapon.RocketCrosshairTexture;
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uiSizeMultiplier = this.rocketCrosshairUiSizeMultiplier;
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}
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if (this.crosshairImage.texture != crosshairTextureToDisplay)
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this.crosshairImage.texture = crosshairTextureToDisplay;
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Vector2 uiSize = m_defaultCrosshairSize * uiSizeMultiplier;
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if (this.crosshairImage.rectTransform.sizeDelta != uiSize)
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this.crosshairImage.rectTransform.sizeDelta = uiSize;
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}
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}
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this.weaponImage.enabled = true;
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Texture2D weaponTextureToDisplay = weapon != null ? weapon.HudTexture : Weapon.FistTexture;
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if (this.weaponImage.texture != weaponTextureToDisplay)
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this.weaponImage.texture = weaponTextureToDisplay;
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this.weaponAmmoText.enabled = true;
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string ammoText = weapon != null ? weapon.AmmoOutsideOfClip + "-" + weapon.AmmoInClip : string.Empty;
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if (this.weaponAmmoText.text != ammoText)
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this.weaponAmmoText.text = ammoText;
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}
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void UpdateRadioStationUi(Ped ped, bool enableUi)
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{
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if (!enableUi)
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{
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this.radioStationText.enabled = false;
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return;
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}
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string textForRadioStation = "";
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var vehicle = ped.CurrentVehicle;
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if (vehicle != null)
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{
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var seat = ped.CurrentVehicleSeat;
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if (vehicle.TimeSinceRadioStationChanged < m_radioStationLabelDuration
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|| (seat != null && seat.TimeSincePedChanged < m_radioStationLabelDuration))
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{
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textForRadioStation = vehicle.CurrentRadioStationIndex >= 0 ?
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RadioStation.StationNames[vehicle.CurrentRadioStationIndex] : "Radio Off";
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}
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}
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this.radioStationText.enabled = true;
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if (this.radioStationText.text != textForRadioStation)
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this.radioStationText.text = textForRadioStation;
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}
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void UpdateOtherUi(Ped ped, bool enableUi)
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{
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if (!enableUi)
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{
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this.healthBackgroundImage.enabled = false;
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this.healthForegroundImage.enabled = false;
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this.pedStateText.enabled = false;
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this.pedVelocityText.enabled = false;
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return;
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}
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this.healthForegroundImage.enabled = true;
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this.healthBackgroundImage.enabled = true;
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float healthPerc = Mathf.Clamp01( ped.Health / ped.MaxHealth );
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this.healthForegroundImage.rectTransform.sizeDelta = new Vector2(this.healthBackgroundImage.rectTransform.sizeDelta.x * healthPerc, this.healthForegroundImage.rectTransform.sizeDelta.y);
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this.pedStateText.enabled = true;
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string pedStateDisplayText = "Current ped state: " + (ped.CurrentState != null ? ped.CurrentState.GetType().Name : "none");
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if (pedStateDisplayText != this.pedStateText.text)
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this.pedStateText.text = pedStateDisplayText;
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this.pedVelocityText.enabled = PedManager.Instance.showPedSpeedometer;
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if (this.pedVelocityText.enabled)
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{
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string pedVelocityDisplayText = string.Format("{0:0.0} km/h", ped.GetComponent<PlayerController>().CurVelocity);
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if (pedVelocityDisplayText != this.pedVelocityText.text)
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this.pedVelocityText.text = pedVelocityDisplayText;
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}
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}
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void UpdateDayTimeUi()
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{
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this.dayTimeText.enabled = DayTimeManager.Singleton != null;
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if (this.dayTimeText.enabled)
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{
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string dayTimeDisplayText = DayTimeManager.Singleton.CurrentTimeAsString;
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if (this.dayTimeText.text != dayTimeDisplayText)
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this.dayTimeText.text = dayTimeDisplayText;
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}
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}
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}
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}
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