- using System;
- using Godot;
-
- /// <summary>
- /// 房间中的ui
- /// </summary>
- public class RoomUI : Control
- {
-
- public static RoomUI Current { get; private set; }
-
- /// <summary>
- /// 当前血量
- /// </summary>
- public int Hp { get; private set; }
- /// <summary>
- /// 最大血量
- /// </summary>
- public int MaxHp { get; private set; }
- /// <summary>
- /// 当前护盾值
- /// </summary>
- public int Shield { get; private set; }
- /// <summary>
- /// 最大护盾值
- /// </summary>
- public int MaxShield { get; private set; }
- /// <summary>
- /// 互动提示组件
- /// </summary>
- public InteractiveTipBar InteractiveTipBar { get; private set; }
-
- private NinePatchRect hpSlot;
- private NinePatchRect shieldSlot;
- private TextureRect hpBar;
- private TextureRect shieldBar;
- private Label bulletText;
- private TextureRect gunSprite;
-
- public override void _EnterTree()
- {
- Current = this;
- }
-
- public override void _Ready()
- {
- hpSlot = GetNode<NinePatchRect>("Control/HealthBar/HpSlot");
- shieldSlot = GetNode<NinePatchRect>("Control/HealthBar/ShieldSlot");
- hpBar = GetNode<TextureRect>("Control/HealthBar/HpSlot/HpBar");
- shieldBar = GetNode<TextureRect>("Control/HealthBar/ShieldSlot/ShieldBar");
-
- bulletText = GetNode<Label>("Control/GunBar/BulletText");
- gunSprite = GetNode<TextureRect>("Control/GunBar/GunSprite");
-
- InteractiveTipBar = GetNode<InteractiveTipBar>("GlobalNode/InteractiveTipBar");
- InteractiveTipBar.Visible = false;
-
- //将 GlobalNode 节点下的 ui 节点放入全局坐标中
- var tempNode = GetNode("GlobalNode");
- var root = GetTree().CurrentScene;
- for (int i = 0; i < tempNode.GetChildCount(); i++)
- {
- var node = tempNode.GetChild(i);
- tempNode.RemoveChild(node);
- root.CallDeferred("add_child", node);
- }
- tempNode.CallDeferred("queue_free");
- }
-
- /// <summary>
- /// 设置最大血量
- /// </summary>
- public void SetMaxHp(int maxHp)
- {
- MaxHp = Mathf.Max(maxHp, 0);
- hpSlot.RectSize = new Vector2(maxHp + 3, hpSlot.RectSize.y);
- if (Hp > maxHp)
- {
- SetHp(maxHp);
- }
- }
-
- /// <summary>
- /// 设置最大护盾值
- /// </summary>
- public void SetMaxShield(int maxShield)
- {
- MaxShield = Mathf.Max(maxShield, 0); ;
- shieldSlot.RectSize = new Vector2(maxShield + 2, shieldSlot.RectSize.y);
- if (Shield > MaxShield)
- {
- SetShield(maxShield);
- }
- }
-
- /// <summary>
- /// 设置当前血量
- /// </summary>
- public void SetHp(int hp)
- {
- Hp = Mathf.Clamp(hp, 0, MaxHp);
- hpBar.RectSize = new Vector2(hp, hpBar.RectSize.y);
- }
-
- /// <summary>
- /// 设置护盾值
- /// </summary>
- public void SetShield(int shield)
- {
- Shield = Mathf.Clamp(shield, 0, MaxShield);
- shieldBar.RectSize = new Vector2(shield, shieldBar.RectSize.y);
- }
-
- /// <summary>
- /// 玩家受到伤害
- /// </summary>
- public void Hit(int num)
- {
-
- }
-
- /// <summary>
- /// 设置显示在 ui 上的枪的纹理
- /// </summary>
- /// <param name="gun">纹理</param>
- public void SetGunTexture(Texture gun)
- {
- if (gun != null)
- {
- gunSprite.Texture = gun;
- gunSprite.Visible = true;
- bulletText.Visible = true;
- }
- else
- {
- gunSprite.Visible = false;
- bulletText.Visible = false;
- }
- }
-
- /// <summary>
- /// 设置弹药数据
- /// </summary>
- /// <param name="curr">当前弹夹弹药量</param>
- /// <param name="total">剩余弹药总数</param>
- public void SetAmmunition(int curr, int total)
- {
- bulletText.Text = curr + " / " + total;
- }
- }