Traveller/scripts/HealthBarUi.cs

158 lines
4.6 KiB
C#
Raw Normal View History

using ColdMint.scripts.utils;
2024-04-28 13:55:19 +00:00
using Godot;
namespace ColdMint.scripts;
public partial class HealthBarUi : HBoxContainer
{
private int _maxHp;
private int _currentHp;
public int CurrentHp
{
get => _currentHp;
set
{
if (value == _currentHp)
{
return;
}
if (_currentHp > _maxHp)
{
//Prohibit the current health to exceed the maximum health. When the maximum health is exceeded, the UI cannot be drawn.
//禁止当前血量超过最大血量当超过最大值时无法绘制UI。
return;
}
var heartCount = GetChildCount();
//A few hearts are full
//有几颗心是满的
var fullHeartCount = value / Config.HeartRepresentsHealthValue;
for (int i = 0; i < fullHeartCount; i++)
{
//Brush up the Ui
//把Ui刷满
var textureRect = GetChild<TextureRect>(i);
textureRect.Texture = _heartFull;
}
//How many hollows
//有多少空心
var emptyHeartCount = heartCount - fullHeartCount;
if (emptyHeartCount > 0)
{
//How much blood is left on the last one
//最后那颗剩余多少血
var leftOverTextureRect = GetChild<TextureRect>(fullHeartCount);
var leftOver = value % Config.HeartRepresentsHealthValue;
if (leftOver > 0)
{
//Percentage of total
//占总数的百分比
var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
leftOverTextureRect.Texture = GetTexture2DByPercent(percent);
emptyHeartCount--;
}
}
for (int i = heartCount - emptyHeartCount; i < heartCount; i++)
{
var textureRect = GetChild<TextureRect>(i);
textureRect.Texture = _heartEmpty;
}
_currentHp = value;
}
}
public int MaxHp
{
get => _maxHp;
set
{
if (value == _maxHp)
{
return;
}
var heartCount = value / Config.HeartRepresentsHealthValue;
for (var i = 0; i < heartCount; i++)
{
var heart = CreateTextureRect();
heart.Texture = _heartFull;
AddChild(heart);
}
//How much blood is left on the last one
//最后那颗剩余多少血
var leftOver = value % Config.HeartRepresentsHealthValue;
if (leftOver > 0)
{
var lastHeart = CreateTextureRect();
//Percentage of total
//占总数的百分比
var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
lastHeart.Texture = GetTexture2DByPercent(percent);
AddChild(lastHeart);
}
_maxHp = value;
}
}
private TextureRect CreateTextureRect()
{
var textureRect = new TextureRect();
return textureRect;
}
/// <summary>
/// <para>Get the texture based on percentage</para>
/// <para>根据百分比获取纹理</para>
/// </summary>
/// <param name="percent"></param>
/// <returns></returns>
private Texture2D GetTexture2DByPercent(float percent)
{
if (percent == 0)
{
return _heartEmpty;
}
if (percent <= 0.25f)
{
return _heartQuarter;
}
else if (percent <= 0.5f)
{
return _heartHalf;
}
else if (percent <= 0.75f)
{
return _heartThreeFourths;
}
else
{
return _heartFull;
}
}
private Texture2D _heartFull;
private Texture2D _heartEmpty;
private Texture2D _heartHalf;
private Texture2D _heartQuarter;
private Texture2D _heartThreeFourths;
public override void _Ready()
{
base._Ready();
NodeUtils.DeleteAllChild(this);
_heartEmpty = GD.Load<Texture2D>("res://sprites/ui/HeartEmpty.png");
_heartQuarter = GD.Load<Texture2D>("res://sprites/ui/HeartQuarter.png");
_heartHalf = GD.Load<Texture2D>("res://sprites/ui/HeartHalf.png");
_heartThreeFourths = GD.Load<Texture2D>("res://sprites/ui/HeartThreeFourths.png");
_heartFull = GD.Load<Texture2D>("res://sprites/ui/HeartFull.png");
}
}