added cadence bar into UI
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gaugeCadence: {r: 1, g: 1, b: 1, a: 1}
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gaugeCadenceEffective: {r: 0.015686274, g: 1, b: 0.072194554, a: 1}
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File diff suppressed because one or more lines are too long
@ -1,6 +1,4 @@
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Intrepid.Gameplay.Entities.Player.ActionBelt.Events;
|
||||
using Intrepid.Gameplay.Entities.Player.ActionBelt.UI;
|
||||
using Intrepid.Gameplay.Entities.Player.Events;
|
||||
@ -11,11 +9,12 @@ using Intrepid.Gameplay.Entities.Player.UI;
|
||||
using Intrepid.SimpleEvents;
|
||||
using Intrepid.Utilities;
|
||||
using Intrepid.Window;
|
||||
using Intrepid.Window.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Codex.UI
|
||||
{
|
||||
[DefaultExecutionOrder(GonConstants.ExecutionOrder.CodexWindowManager)]
|
||||
[DisallowMultipleComponent]
|
||||
public class CodexWindowManager : EventListener
|
||||
{
|
||||
private enum CodexLayoutMode
|
||||
@ -26,55 +25,26 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
Pda
|
||||
}
|
||||
|
||||
[GroupConfigurations, SerializeField, Min(0f)] private float closeOpenSeparation = 0.1f;
|
||||
[GroupConfigurations, SerializeField, Min(0f)] private float transitionCooldown = 0.4f;
|
||||
|
||||
[GroupInjections, SerializeField] private CodexCadenceUI codexCadenceUI;
|
||||
[GroupInjections, SerializeField] private CodexVitalityUI codexVitalityUI;
|
||||
[GroupInjections, SerializeField] private CodexGadgetsUI codexGadgetsUI;
|
||||
[GroupInjections, SerializeField] private CodexActionBeltUI codexActionBeltUI;
|
||||
[GroupInjections, SerializeField] private PDADeviceUI pdaDeviceUI;
|
||||
|
||||
private Dictionary<WindowData, Window.Window> WindowsMap { get; } = new();
|
||||
[GroupConfigurations, SerializeField] private CodexCadenceUI codexCadenceUI;
|
||||
[GroupConfigurations, SerializeField] private CodexVitalityUI codexVitalityUI;
|
||||
[GroupConfigurations, SerializeField] private CodexGadgetsUI codexGadgetsUI;
|
||||
[GroupConfigurations, SerializeField] private CodexActionBeltUI codexActionBeltUI;
|
||||
[GroupConfigurations, SerializeField] private PDADeviceUI pdaDeviceUI;
|
||||
|
||||
private bool IsPlayerCommandGranted { get; set; }
|
||||
private bool IsActionBeltRequested { get; set; }
|
||||
private bool IsPdaRequested { get; set; }
|
||||
|
||||
private bool IsLayoutDirty { get; set; }
|
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private Coroutine LayoutRoutine { get; set; }
|
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private CodexLayoutMode CurrentLayout { get; set; } = CodexLayoutMode.None;
|
||||
|
||||
public bool IsTransitioning => LayoutRoutine is not null;
|
||||
|
||||
private void Add(ManagedWindowUI mwUI)
|
||||
{
|
||||
if (mwUI.IsNull()) return;
|
||||
if (mwUI.WindowData.IsNull()) return;
|
||||
if (mwUI.ManagedWindow.IsNull()) return;
|
||||
|
||||
WindowsMap[mwUI.WindowData] = mwUI.ManagedWindow;
|
||||
}
|
||||
|
||||
protected override void InitializeVariables()
|
||||
{
|
||||
WindowsMap.Clear();
|
||||
|
||||
Add(codexCadenceUI);
|
||||
Add(codexVitalityUI);
|
||||
Add(codexGadgetsUI);
|
||||
Add(codexActionBeltUI);
|
||||
Add(pdaDeviceUI);
|
||||
|
||||
IsPlayerCommandGranted = false;
|
||||
IsActionBeltRequested = false;
|
||||
IsPdaRequested = false;
|
||||
|
||||
IsLayoutDirty = false;
|
||||
LayoutRoutine = null;
|
||||
CurrentLayout = CodexLayoutMode.None;
|
||||
|
||||
DisableAllWindows();
|
||||
ForceDisableAll();
|
||||
}
|
||||
|
||||
protected override void OnBootstrap()
|
||||
@ -98,7 +68,7 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
if (IsPlayerCommandGranted) return;
|
||||
|
||||
IsPlayerCommandGranted = true;
|
||||
RequestRefreshLayout();
|
||||
RefreshLayout();
|
||||
}
|
||||
|
||||
private void WhenPlayerCommandRevoked(PlayerCommandRevokedEvent e)
|
||||
@ -106,7 +76,7 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
if (!IsPlayerCommandGranted) return;
|
||||
|
||||
IsPlayerCommandGranted = false;
|
||||
RequestRefreshLayout();
|
||||
RefreshLayout();
|
||||
}
|
||||
|
||||
private void WhenActionBeltUIOpen(ActionBeltUIOpenEvent e)
|
||||
@ -114,7 +84,7 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
if (IsActionBeltRequested) return;
|
||||
|
||||
IsActionBeltRequested = true;
|
||||
RequestRefreshLayout();
|
||||
RefreshLayout();
|
||||
}
|
||||
|
||||
private void WhenActionBeltUIClose(ActionBeltUICloseEvent e)
|
||||
@ -122,7 +92,7 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
if (!IsActionBeltRequested) return;
|
||||
|
||||
IsActionBeltRequested = false;
|
||||
RequestRefreshLayout();
|
||||
RefreshLayout();
|
||||
}
|
||||
|
||||
private void WhenPDAOpenRequest(PDAOpenRequestEvent e)
|
||||
@ -130,7 +100,7 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
if (IsPdaRequested) return;
|
||||
|
||||
IsPdaRequested = true;
|
||||
RequestRefreshLayout();
|
||||
RefreshLayout();
|
||||
}
|
||||
|
||||
private void WhenPDACloseRequest(PDACloseRequestEvent e)
|
||||
@ -138,38 +108,18 @@ namespace Intrepid.Gameplay.Codex.UI
|
||||
if (!IsPdaRequested) return;
|
||||
|
||||
IsPdaRequested = false;
|
||||
RequestRefreshLayout();
|
||||
RefreshLayout();
|
||||
}
|
||||
|
||||
private void RequestRefreshLayout()
|
||||
private void RefreshLayout()
|
||||
{
|
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IsLayoutDirty = true;
|
||||
var desiredLayout = ResolveDesiredLayout();
|
||||
|
||||
if (LayoutRoutine is not null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
SetHudVisible(desiredLayout == CodexLayoutMode.Hud);
|
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SetActionBeltVisible(desiredLayout == CodexLayoutMode.ActionBelt);
|
||||
SetPdaVisible(desiredLayout == CodexLayoutMode.Pda);
|
||||
|
||||
LayoutRoutine = StartCoroutine(RefreshLayoutRoutine());
|
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}
|
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|
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private IEnumerator RefreshLayoutRoutine()
|
||||
{
|
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while (IsLayoutDirty)
|
||||
{
|
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IsLayoutDirty = false;
|
||||
|
||||
var desiredLayout = ResolveDesiredLayout();
|
||||
|
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if (desiredLayout == CurrentLayout)
|
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{
|
||||
continue;
|
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}
|
||||
|
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yield return TransitionTo(desiredLayout);
|
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}
|
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|
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LayoutRoutine = null;
|
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CurrentLayout = desiredLayout;
|
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}
|
||||
|
||||
private CodexLayoutMode ResolveDesiredLayout()
|
||||
@ -192,139 +142,97 @@ namespace Intrepid.Gameplay.Codex.UI
|
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return CodexLayoutMode.None;
|
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}
|
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|
||||
private IEnumerator TransitionTo(CodexLayoutMode targetLayout)
|
||||
private void SetHudVisible(bool visible)
|
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{
|
||||
CloseAllLayouts();
|
||||
CurrentLayout = CodexLayoutMode.None;
|
||||
|
||||
yield return WaitUnscaled(closeOpenSeparation);
|
||||
|
||||
// Reavalia depois de fechar, porque outro evento pode ter chegado no meio da transição.
|
||||
targetLayout = ResolveDesiredLayout();
|
||||
|
||||
OpenLayout(targetLayout);
|
||||
CurrentLayout = targetLayout;
|
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|
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yield return WaitUnscaled(transitionCooldown);
|
||||
SetVisible(codexCadenceUI, visible);
|
||||
SetVisible(codexVitalityUI, visible);
|
||||
SetVisible(codexGadgetsUI, visible);
|
||||
}
|
||||
|
||||
private IEnumerator WaitUnscaled(float duration)
|
||||
private void SetActionBeltVisible(bool visible)
|
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{
|
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if (duration <= 0f)
|
||||
{
|
||||
yield return null;
|
||||
yield break;
|
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}
|
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|
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var elapsed = 0f;
|
||||
|
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while (elapsed < duration)
|
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{
|
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elapsed += Time.unscaledDeltaTime;
|
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yield return null;
|
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}
|
||||
SetVisible(codexActionBeltUI, visible);
|
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}
|
||||
|
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private void OpenLayout(CodexLayoutMode layout)
|
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private void SetPdaVisible(bool visible)
|
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{
|
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switch (layout)
|
||||
{
|
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case CodexLayoutMode.None:
|
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break;
|
||||
|
||||
case CodexLayoutMode.Hud:
|
||||
OpenHud();
|
||||
break;
|
||||
|
||||
case CodexLayoutMode.ActionBelt:
|
||||
OpenActionBelt();
|
||||
break;
|
||||
|
||||
case CodexLayoutMode.Pda:
|
||||
OpenPda();
|
||||
break;
|
||||
}
|
||||
SetVisible(pdaDeviceUI, visible);
|
||||
}
|
||||
|
||||
private void CloseAllLayouts()
|
||||
{
|
||||
CloseHud();
|
||||
CloseActionBelt();
|
||||
ClosePda();
|
||||
}
|
||||
|
||||
private void OpenHud()
|
||||
{
|
||||
Open(codexCadenceUI);
|
||||
Open(codexVitalityUI);
|
||||
Open(codexGadgetsUI);
|
||||
}
|
||||
|
||||
private void CloseHud()
|
||||
{
|
||||
Close(codexCadenceUI);
|
||||
Close(codexVitalityUI);
|
||||
Close(codexGadgetsUI);
|
||||
}
|
||||
|
||||
private void OpenActionBelt()
|
||||
{
|
||||
Open(codexActionBeltUI);
|
||||
}
|
||||
|
||||
private void CloseActionBelt()
|
||||
{
|
||||
Close(codexActionBeltUI);
|
||||
}
|
||||
|
||||
private void OpenPda()
|
||||
{
|
||||
Open(pdaDeviceUI);
|
||||
}
|
||||
|
||||
private void ClosePda()
|
||||
{
|
||||
Close(pdaDeviceUI);
|
||||
}
|
||||
|
||||
private void Open(ManagedWindowUI mwUI)
|
||||
private void SetVisible(ManagedWindowUI mwUI, bool visible)
|
||||
{
|
||||
if (mwUI.IsNull()) return;
|
||||
|
||||
if (!WindowsMap.TryGetValue(mwUI.WindowData, out var window)) return;
|
||||
var window = mwUI.ManagedWindow;
|
||||
if (window.IsNull()) return;
|
||||
|
||||
if (window.ConditionType is WindowConditionType.Opened) return;
|
||||
if (visible)
|
||||
{
|
||||
Open(window);
|
||||
}
|
||||
else
|
||||
{
|
||||
Close(window);
|
||||
}
|
||||
}
|
||||
|
||||
private void Open(Window.Window window)
|
||||
{
|
||||
if (window.IsNull()) return;
|
||||
|
||||
if (window.ConditionType is WindowConditionType.Opened or WindowConditionType.Opening)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
window.Open();
|
||||
}
|
||||
|
||||
private void Close(ManagedWindowUI mwUI)
|
||||
private void Close(Window.Window window)
|
||||
{
|
||||
if (mwUI.IsNull()) return;
|
||||
|
||||
if (!WindowsMap.TryGetValue(mwUI.WindowData, out var window)) return;
|
||||
if (window.IsNull()) return;
|
||||
|
||||
if (window.ConditionType is not WindowConditionType.Opened) return;
|
||||
if (window.ConditionType is WindowConditionType.Closed or WindowConditionType.Closing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Window.Close() starts coroutines. Unity cannot start coroutines on inactive GameObjects.
|
||||
// If the window is inactive, treat it as already non-visible.
|
||||
if (!window.gameObject.activeInHierarchy)
|
||||
{
|
||||
window.ConditionType = WindowConditionType.Closed;
|
||||
return;
|
||||
}
|
||||
|
||||
window.Close();
|
||||
}
|
||||
|
||||
private void DisableAllWindows()
|
||||
private void ForceDisableAll()
|
||||
{
|
||||
foreach (var window in WindowsMap.Values)
|
||||
{
|
||||
if (window.IsNull()) continue;
|
||||
ForceDisable(codexCadenceUI);
|
||||
ForceDisable(codexVitalityUI);
|
||||
ForceDisable(codexGadgetsUI);
|
||||
ForceDisable(codexActionBeltUI);
|
||||
ForceDisable(pdaDeviceUI);
|
||||
}
|
||||
|
||||
if (window.WindowData.ShouldBeKeptAlwaysEnabled)
|
||||
{
|
||||
window.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
window.gameObject.SetActive(false);
|
||||
}
|
||||
private void ForceDisable(ManagedWindowUI mwUI)
|
||||
{
|
||||
if (mwUI.IsNull()) return;
|
||||
|
||||
var window = mwUI.ManagedWindow;
|
||||
if (window.IsNull()) return;
|
||||
|
||||
window.ConditionType = WindowConditionType.Closed;
|
||||
|
||||
if (window.ShouldBeKeptAlwaysEnabled)
|
||||
{
|
||||
window.Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
window.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,8 +1,5 @@
|
||||
namespace Intrepid.Gameplay.Codex.Visual
|
||||
{
|
||||
/// <summary>
|
||||
/// Runtime-resolved visual context. Keep this immutable-ish and cheap to pass around.
|
||||
/// </summary>
|
||||
public class CodexVisualContext
|
||||
{
|
||||
public PictorialProtocolTag Protocol { get; }
|
||||
|
||||
@ -4,7 +4,8 @@ namespace Intrepid.Gameplay.Codex.Visual
|
||||
{
|
||||
Life,
|
||||
Shield,
|
||||
Cadence,
|
||||
CadenceEffective,
|
||||
CadenceProjection,
|
||||
Progress
|
||||
}
|
||||
}
|
||||
@ -69,7 +69,8 @@ namespace Intrepid.Gameplay.Codex.Visual
|
||||
{
|
||||
PictorialGaugeType.Life => InterfaceStyle.GaugeLife,
|
||||
PictorialGaugeType.Shield => InterfaceStyle.GaugeShield,
|
||||
PictorialGaugeType.Cadence => InterfaceStyle.GaugeCadence,
|
||||
PictorialGaugeType.CadenceEffective => InterfaceStyle.GaugeCadenceEffective,
|
||||
PictorialGaugeType.CadenceProjection => InterfaceStyle.GaugeCadenceProjection,
|
||||
PictorialGaugeType.Progress => InterfaceStyle.GaugeProgress,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(gaugeType), gaugeType, null)
|
||||
};
|
||||
@ -111,7 +112,8 @@ namespace Intrepid.Gameplay.Codex.Visual
|
||||
|
||||
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeLife = Color.red;
|
||||
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeShield = Color.cyan;
|
||||
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeCadence = Color.white;
|
||||
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeCadenceEffective = Color.yellow;
|
||||
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeCadenceProjection = Color.orange;
|
||||
[GroupConfigurations("Gauges"), SerializeField] private Color gaugeProgress = Color.white;
|
||||
|
||||
[GroupConfigurations("Lines"), SerializeField] private Color lineSubtle = Color.gray;
|
||||
@ -139,7 +141,8 @@ namespace Intrepid.Gameplay.Codex.Visual
|
||||
|
||||
public Color GaugeLife => gaugeLife;
|
||||
public Color GaugeShield => gaugeShield;
|
||||
public Color GaugeCadence => gaugeCadence;
|
||||
public Color GaugeCadenceEffective => gaugeCadenceEffective;
|
||||
public Color GaugeCadenceProjection => gaugeCadenceProjection;
|
||||
public Color GaugeProgress => gaugeProgress;
|
||||
|
||||
public Color LineSubtle => lineSubtle;
|
||||
@ -225,7 +228,7 @@ namespace Intrepid.Gameplay.Codex.Visual
|
||||
{
|
||||
gaugeLife = colors[0];
|
||||
gaugeShield = colors[1];
|
||||
gaugeCadence = colors[2];
|
||||
gaugeCadenceEffective = colors[2];
|
||||
gaugeProgress = colors[3];
|
||||
}
|
||||
}
|
||||
|
||||
@ -0,0 +1,29 @@
|
||||
using Intrepid.Gameplay.Codex.UI.Controllers;
|
||||
using Intrepid.Utilities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
|
||||
{
|
||||
public class CodexCadenceFlowBarControllerUI : CodexControllerUI
|
||||
{
|
||||
[GroupInjections, SerializeField] private CodexCadenceGaugeComponentUI left;
|
||||
[GroupInjections, SerializeField] private CodexCadenceGaugeComponentUI right;
|
||||
|
||||
public float EffectiveValue
|
||||
{
|
||||
set
|
||||
{
|
||||
left.EffectiveValue = value;
|
||||
right.EffectiveValue = value;
|
||||
}
|
||||
}
|
||||
public float ProjectionValue
|
||||
{
|
||||
set
|
||||
{
|
||||
left.ProjectionValue = value;
|
||||
right.ProjectionValue = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8ee3c35902174092b174636897fdcdba
|
||||
timeCreated: 1783521645
|
||||
@ -0,0 +1,80 @@
|
||||
using System;
|
||||
using Intrepid.Gameplay.Codex.UI.Components;
|
||||
using Intrepid.Gameplay.Codex.Visual;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
|
||||
{
|
||||
public class CodexCadenceGaugeComponentUI : CodexComponentUI
|
||||
{
|
||||
[GroupConfigurations, SerializeField] private Slider.Direction direction;
|
||||
[GroupInjections, SerializeField] private Slider effective;
|
||||
[GroupInjections, SerializeField] private Slider projection;
|
||||
[GroupDebug, SerializeField, ReadOnly] private Image effectiveImage;
|
||||
[GroupDebug, SerializeField, ReadOnly] private Image projectionImage;
|
||||
|
||||
private Image EffectiveImage
|
||||
{
|
||||
get
|
||||
{
|
||||
if (effectiveImage.IsNull())
|
||||
{
|
||||
effectiveImage = effective.fillRect.GetComponent<Image>();
|
||||
}
|
||||
return effectiveImage;
|
||||
}
|
||||
}
|
||||
|
||||
private Image ProjectionImage
|
||||
{
|
||||
get
|
||||
{
|
||||
if (projectionImage.IsNull())
|
||||
{
|
||||
projectionImage = projection.fillRect.GetComponent<Image>();
|
||||
}
|
||||
return projectionImage;
|
||||
}
|
||||
}
|
||||
|
||||
public float EffectiveValue
|
||||
{
|
||||
set => effective.value = value;
|
||||
}
|
||||
|
||||
public float ProjectionValue
|
||||
{
|
||||
set => projection.value = value;
|
||||
}
|
||||
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
effective.direction = direction;
|
||||
projection.direction = direction;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
effective.interactable = true;
|
||||
projection.interactable = true;
|
||||
effective.direction = direction;
|
||||
projection.direction = direction;
|
||||
}
|
||||
|
||||
public override void ApplyCodexVisuals(CodexVisualContext ctx)
|
||||
{
|
||||
EffectiveImage.color = ctx.Protocol.GetGaugeColor(PictorialGaugeType.CadenceEffective);
|
||||
ProjectionImage.color = ctx.Protocol.GetGaugeColor(PictorialGaugeType.CadenceProjection);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
effective.value = CoreStabilityService.Instance.EffectiveStabilityP;
|
||||
projection.value = CoreStabilityService.Instance.ProjectedStabilityP;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0893ea45aef4903b98277c066cb65be
|
||||
timeCreated: 1783522017
|
||||
@ -0,0 +1,29 @@
|
||||
using System;
|
||||
using Intrepid.Gameplay.Codex.UI.Components;
|
||||
using Intrepid.Gameplay.Codex.UI.Controllers;
|
||||
using Intrepid.Utilities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
|
||||
{
|
||||
public class CodexCadenceStatusControllerUI : CodexControllerUI
|
||||
{
|
||||
[GroupInjections, SerializeField] private SentinelControls controls;
|
||||
[GroupInjections, SerializeField] private CodexTextComponentUI timer;
|
||||
[GroupInjections, SerializeField] private CodexTextComponentUI connectedCounter;
|
||||
|
||||
private string LastCadenceTimer { get; set; }
|
||||
private string LastCadenceConnectedCounter { get; set; }
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (CadenceService.Instance.IsCadenceRunning)
|
||||
{
|
||||
LastCadenceTimer = $"{CadenceService.Instance.TotalCadenceElapsedTime * 1000f:F2}ms";
|
||||
LastCadenceConnectedCounter = $"{controls.CadenceConnectedCounter}";
|
||||
}
|
||||
timer.Value = LastCadenceTimer;
|
||||
connectedCounter.Value = LastCadenceConnectedCounter;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bafc5fd012cf44ba9640ba87acc93394
|
||||
timeCreated: 1783519736
|
||||
@ -1,19 +1,18 @@
|
||||
using Intrepid.Gameplay.Codex.UI;
|
||||
using Intrepid.Utilities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
|
||||
{
|
||||
public class CodexCadenceUI : ManagedWindowUI
|
||||
public class CodexCadenceUI : CodexWindowUI
|
||||
{
|
||||
protected override void InitializeVariables()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void OnBootstrap()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void Subscriptions()
|
||||
[GroupInjections, SerializeField] private CodexCadenceStatusControllerUI status;
|
||||
[GroupInjections, SerializeField] private CodexCadenceFlowBarControllerUI flowBar;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
flowBar.EffectiveValue = CoreStabilityService.Instance.EffectiveStabilityP;
|
||||
flowBar.ProjectionValue = CoreStabilityService.Instance.ProjectedStabilityP;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,33 +0,0 @@
|
||||
using Intrepid.Utilities;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Intrepid.Gameplay.Entities.Player.Sentinel.Cadence.UI
|
||||
{
|
||||
public class UICadence : MonoBehaviour
|
||||
{
|
||||
[GroupInjections, SerializeField] private SentinelControls controls;
|
||||
[GroupInjections, SerializeField] private PlayerInputResolver inputResolver;
|
||||
[GroupInjections, SerializeField] private TextMeshProUGUI cadenceTimer;
|
||||
[GroupInjections, SerializeField] private TextMeshProUGUI btnElapsedTimes;
|
||||
[GroupInjections, SerializeField] private Slider effective;
|
||||
[GroupInjections, SerializeField] private Slider projection;
|
||||
|
||||
private string _lastCadenceTimer;
|
||||
private string _lastCadenceConnectedCounter;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (CadenceService.Instance.IsCadenceRunning)
|
||||
{
|
||||
_lastCadenceTimer = $"{CadenceService.Instance.TotalCadenceElapsedTime * 1000f:F2}ms";
|
||||
_lastCadenceConnectedCounter = $"{controls.CadenceConnectedCounter}";
|
||||
}
|
||||
cadenceTimer.text = _lastCadenceTimer;
|
||||
btnElapsedTimes.text = _lastCadenceConnectedCounter;
|
||||
effective.value = CoreStabilityService.Instance.EffectiveStabilityP;
|
||||
projection.value = CoreStabilityService.Instance.ProjectedStabilityP;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d1662ebbd194ad3b15996cc3853512d
|
||||
timeCreated: 1781078267
|
||||
@ -11,6 +11,7 @@ namespace Intrepid.Utilities
|
||||
public const int ASAP = -ALAP; // As Soon As Possible
|
||||
public const int TimeSimulation = ASAP + 1; // Time Simulation updates first
|
||||
public const int UpdatableManager = TimeSimulation + 1; // Updatables updates later
|
||||
public const int CodexWindowManager = 15;
|
||||
}
|
||||
|
||||
public static class Prototyping
|
||||
|
||||
@ -5,7 +5,7 @@
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {},
|
||||
"hash": "0b8c3eecdc8fb556cbdf02408f7920350aeaff9c"
|
||||
"hash": "eaf64acd43bfa540215b11329db1061262d7e364"
|
||||
},
|
||||
"com.unity.2d.animation": {
|
||||
"version": "13.0.5",
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user