Better status icon system
This commit is contained in:
parent
31cb8fe4c0
commit
515602b670
13 changed files with 464 additions and 250 deletions
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@ -1,3 +1,4 @@
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public enum BattleStatus {
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None,
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Stun,
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}
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28
Assets/Battle/UI/StatusIconUI.cs
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Assets/Battle/UI/StatusIconUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class StatusIconUI : MonoBehaviour
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{
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public Image backgroundImage;
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public Image statusImage;
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public Text turnsText;
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private BattleStatus status;
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public void Init(BattleStatus status) {
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this.status = status;
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Sprite sprite = Resources.Load<Sprite>(GetStatusResourcePath(status));
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this.statusImage.sprite = sprite;
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}
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private static string GetStatusResourcePath(BattleStatus status) {
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return "BattleIcons/StatusIcon" + status;
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}
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public void SetAmount(int amount, int index) {
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this.turnsText.text = "" + amount;
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this.transform.localPosition = new Vector2(-index * 22, 0);
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}
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}
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11
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11
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@ -1,25 +1,27 @@
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using System.Collections;
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using System;
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||||
using System.Collections;
|
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using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
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using UnityEngine.UI;
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|
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public class StatusUI : MonoBehaviour
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{
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public Image backgroundImage;
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public Image stunImage;
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public Text turnsText;
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public StatusIconUI iconPrefab;
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|
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private BattleParticipant battleParticipant;
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|
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private Dictionary<BattleStatus, StatusIconUI> icons;
|
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|
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public void Init(BattleParticipant battleParticipant) {
|
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this.battleParticipant = battleParticipant;
|
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|
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this.icons = new Dictionary<BattleStatus, StatusIconUI>();
|
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this.battleParticipant.OnStatusChanged += this.NotifyBattleStatusChanged;
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}
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// Start is called before the first frame update
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void Start()
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{
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void Start() {
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UpdateAppearance();
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}
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|
|
@ -32,16 +34,28 @@ public class StatusUI : MonoBehaviour
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}
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private void UpdateAppearance() {
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int statusCount = 0;
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if (battleParticipant.HasStatus(BattleStatus.Stun)) {
|
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statusCount++;
|
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this.stunImage.enabled = true;
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this.turnsText.enabled = true;
|
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this.turnsText.text = "" + battleParticipant.GetStatusAmount(BattleStatus.Stun);
|
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int index = 0;
|
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foreach (BattleStatus status in Enum.GetValues(typeof(BattleStatus)).Cast<BattleStatus>()) {
|
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if (status == BattleStatus.None) {
|
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continue;
|
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}
|
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|
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StatusIconUI iconUI = null;
|
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this.icons.TryGetValue(status, out iconUI);
|
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if (this.battleParticipant.HasStatus(status)) {
|
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if (iconUI == null) {
|
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iconUI = Instantiate(this.iconPrefab.gameObject, this.transform).GetComponent<StatusIconUI>();
|
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iconUI.Init(status);
|
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this.icons[status] = iconUI;
|
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}
|
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iconUI.SetAmount(this.battleParticipant.GetStatusAmount(status), index);
|
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index++;
|
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} else {
|
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this.stunImage.enabled = false;
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this.turnsText.enabled = false;
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}
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this.backgroundImage.enabled = (statusCount > 0);
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if (iconUI != null) {
|
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Destroy(iconUI.gameObject);
|
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this.icons.Remove(status);
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}
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}
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}
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}
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}
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8
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1
TODO.txt
1
TODO.txt
|
|
@ -11,6 +11,7 @@ Battle
|
|||
- Make Enchantments be dropped as an effect like Defaults
|
||||
- No need to start coroutine for targeting
|
||||
- Indicate which Default is triggering
|
||||
- Merge BattleClock with BattleState
|
||||
|
||||
Story
|
||||
- Make dialogue show letter by letter.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue