2024-05-07 09:38:50 +00:00
|
|
|
|
using ColdMint.scripts.utils;
|
2024-04-28 13:55:19 +00:00
|
|
|
|
using Godot;
|
|
|
|
|
|
|
|
|
|
namespace ColdMint.scripts;
|
|
|
|
|
|
|
|
|
|
public partial class HealthBarUi : HBoxContainer
|
|
|
|
|
{
|
2024-05-07 09:38:50 +00:00
|
|
|
|
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>
|
2024-05-08 10:22:04 +00:00
|
|
|
|
private Texture2D? GetTexture2DByPercent(float percent)
|
2024-05-07 09:38:50 +00:00
|
|
|
|
{
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-08 10:22:04 +00:00
|
|
|
|
private Texture2D? _heartFull;
|
|
|
|
|
private Texture2D? _heartEmpty;
|
|
|
|
|
private Texture2D? _heartHalf;
|
|
|
|
|
private Texture2D? _heartQuarter;
|
|
|
|
|
private Texture2D? _heartThreeFourths;
|
2024-05-07 09:38:50 +00:00
|
|
|
|
|
|
|
|
|
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");
|
|
|
|
|
}
|
|
|
|
|
}
|