SanAndreasUnity/Assets/Scripts/UI/HUD.cs
2020-05-31 19:09:54 +02:00

292 lines
8.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Utilities;
using UnityEngine.UI;
using SanAndreasUnity.Importing.Conversion;
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;
public Canvas canvas;
public RawImage weaponImage;
public Text weaponAmmoText;
public RawImage healthBackgroundImage;
public RawImage healthForegroundImage;
public RawImage crosshairImage;
public static Texture2D LeftArrowTexture { get; set; }
public static Texture2D RightArrowTexture { get; set; }
public static Texture2D UpArrowTexture { get; set; }
public static Texture2D DownArrowTexture { get; set; }
void Awake () {
Instance = this;
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++)
{
tex.SetPixel(originalWidth - i + originalWidth, j, originalTex.GetPixel(i, j));
}
}
// top left - flip Y axis
for (int i = 0; i < originalWidth; i++)
{
for (int j = 0; j < originalHeight; j++)
{
tex.SetPixel(i, originalHeight - j + originalHeight, originalTex.GetPixel(i, j));
}
}
// top right - flip both X and Y axes
for (int i = 0; i < originalWidth; i++)
{
for (int j = 0; j < originalHeight; j++)
{
tex.SetPixel(originalWidth - i + originalWidth, originalHeight - j + originalHeight, originalTex.GetPixel(i, j));
}
}
//tex.Apply(false, true);
tex.Apply();
Weapon.CrosshairTexture = tex;
this.crosshairImage.enabled = true;
this.crosshairImage.texture = tex;
}
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;
//System.Text.StringBuilder sb = new System.Text.StringBuilder();
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);
}
void OnGUI () {
if (!Loader.HasLoaded)
return;
var ped = Ped.Instance;
if (null == ped)
return;
// draw crosshair
if (ped.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);
// let current state draw it's own hud
if (ped.CurrentState != null)
ped.CurrentState.OnDrawHUD();
}
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);
}
}
}