基于ugui的血条(资料备份)

自己用的资料备份。

基于ugui的血条  1控制位置(考虑像素适配)2实现立体视角(基于镜头角度计算偏移量。)

using XXXXXXX;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;


public class   HeadInfo  {
    //对象


    public GameObject go;//血条对象
                                             // public KPlayer player;//血条所属玩家
    public GameObject father;//血条的父对象是谁


    //UI组件
    private Transform canvas;//UI画布
    public Image blood;//通过blood修改血量值


    
    public RectTransform recTransform;//通过调用该矩阵转换


    //数据
    public float xOffset=0;//血条位置偏移量x
    public float yOffset = 400f;//300f;//血条位置偏移量y


    public int maxBlood;//最大血量
    public int curBlood;//当前血量


    public Text CrystalNumber;


    public GridLayoutGroup glg;//元素布局


    public Camera cm;//相机


    public Text Name;//血条显示名称


    public Text Level;//等级




    public Transform myHeadInfo;//我的位置
   //public Transform otherHeadInfo;//其他的位置
  
    /// <summary>
    /// 
    /// </summary>
    /// <param name="f"></param>
    /// <param name="P">0表示自己   1表示敌人   2表示 好友</param>
    public HeadInfo(  GameObject f ,  RPlayer rPlayer,  int P=0 )//bool forMe, KPlayer play
    {
        //////   Debug.Log("PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP::::::::::"+P);
        // cm = KCamera.I.CamFx;//特效相机


        ////Debug.Log("创建血条!!!!!!!!!!!!!!"); 


        cm = KCamera.I.camMain.gameObject.GetComponent<Camera>();  ///CameraFx
        // cm=Camera
        father = f;
        canvas = GameObject.Find("Canvas").transform;
        myHeadInfo = KHelper.GetChildByName(canvas, "MyHeadInfo");
        ///  otherHeadInfo  = KHelper.GetChildByName(canvas, "OtherHeadInfo");
        //xuqi.Log("+++++++++++++++++++++++++++isFriend"+isFriend);
        if (P == 0)
        {
            go = Resources.Load<GameObject>("UI/HeadInfo");
            myHeadInfo = KHelper.GetChildByName(canvas, "MyHeadInfo");
        }


        else if (P == 1)
        {
            go = Resources.Load<GameObject>("UI/HeadInfoEnemy");
            myHeadInfo = KHelper.GetChildByName(canvas, "OtherHeadInfo");
        }


        else
        {
            myHeadInfo = KHelper.GetChildByName(canvas, "OtherHeadInfo");
            go = Resources.Load<GameObject>("UI/HeadInfoFriend");
        }
           
        go = GameObject.Instantiate(go);
        string str = go.name;
        go.name = go.name.Substring(0,str.Length -7);
        KUIManagerInGame.I.AllHeadInfo.Add(go);///添加对象
        recTransform = go.GetComponent<RectTransform>();
       
        go.transform.parent = canvas;//myHeadInfo;// 
        blood = KHelper.GetChildByName(go.transform,"b").GetComponent<Image>();  //go.GetComponent<Slider>();
        blood.fillAmount = 1f;
        glg = KHelper.GetChildByName(go.transform,"Grid").GetComponent<GridLayoutGroup>();
      
        Name= KHelper.GetChildByName(go.transform, "Name").GetComponent<Text>();
        Name.text = rPlayer.userInfo.name;//uid;///
        Level = KHelper.GetChildByName(go.transform, "LevelText").GetComponent<Text>();
        Level.text = rPlayer.userInfo.level.ToString();
        CrystalNumber = KHelper.GetChildByName(go.transform, "Number").GetComponent<Text>();
    }


    /// <summary>
    /// 设置人物血条上的水晶数量
    /// </summary>
    /// <param name="Number"></param>
    public void  SetCrystalNumber(int Number)
    {
        CrystalNumber.text = Number.ToString();
        if (Number >= 30f)
        {
            if(isShowBaoshiP==false)
                ShowBaoShiP();
        }
        else
        {
            if (isShowBaoshiP ==true)
                HideBaoShiP();
        }
    }


    public void ShowSunderArmorP()
    {
        Debug.Log("go  name :"+go.transform.name );
        PlayFxGameUI.I. ShowSunderArmorP(go.transform);
    }


    public void HideSunderArmorP()
    {
        PlayFxGameUI.I.HideSunderArmorP(go.transform);
    }


    public void ShowZhenShiZhiTongP()
    {
        Debug.Log("go  name :" + go.transform.name);
        PlayFxGameUI.I.ShowZhenShiZhiTongP(go.transform);
    }


    public void HideZhenShiZhiTongP()
    {
        PlayFxGameUI.I.HideZhenShiZhiTongP(go.transform);
    }


    public void ShowBuQuP()//废除
    {


        //PlayFxGameUI.I.ShowBuQuP(go.transform);
        PlayFxGameUI.I.ShowBuQuP(father.transform);
    }


    public void HideBuQuP()//废除
    {
        PlayFxGameUI.I.HideBuQuP(father.transform);
        //   PlayFxGameUI.I.HideBuQuP(go.transform);
    }




    public void ShowChaoFengP()
    {


        //PlayFxGameUI.I.ShowBuQuP(go.transform);
        PlayFxGameUI.I.PlayFxChaoFeng(go.transform);
    }


    public void HideChaoFengP()
    {
        PlayFxGameUI.I.HideFxChaoFeng(go.transform);
        //   PlayFxGameUI.I.HideBuQuP(go.transform);
    }




    public bool isShowBaoshiP = false;
    public void ShowBaoShiP()
    {
        isShowBaoshiP = true;
        PlayFxGameUI.I.ShowBaoShiP(go.transform);
    }


    public void HideBaoShiP()
    {
        isShowBaoshiP = false;
        PlayFxGameUI.I.HideBaoShiP(go.transform);
    }




    /// <summary>
    /// 设置血条的分割线
    /// </summary>
    /// <param name="maxBlood"></param>
    public void  SetBloodLine( int maxBlood)
    {
    ////    Debug.Log("设置血量 SetBloodLine");
       float  width = glg.GetComponent<RectTransform>().sizeDelta.x;
       float t=  width / maxBlood;//表示1血量多少像素
        t = 1000 * t;//100血量多少像素
        float lineWidth = 2f;
     /////   Debug.Log("!!!!!!!!!!!!!!!!!!!!!血条像素????"+t);
        Vector2 vec2=new Vector2(t- lineWidth , glg.spacing.y);
        glg.spacing= vec2;//这就是像素间距
        ///目前设置一格为100血量
    }


    /// <summary>
    /// 初始化血量等信息
    /// </summary>
    /// <param name="max">最大血量</param>
    /// <param name="cur">当前血量</param>
    public void InitInfo(int max)//, int  cur
    {
        maxBlood = max;
        //curBlood = cur;
    }
    /// <summary>
    /// 传递血量修改显示
    /// </summary>
    /// <param name="b">当前血量百分比</param>
    public void ChangeBlood(float b)
    {
        blood.fillAmount = b;
    }
    


    
    public void  CalOffset(float x,float y)
    {
        xOffset = x;
        yOffset = y;
    }
    /// <summary>
    /// 更新血条位置
    /// </summary>
    public void UpdatePosition()
    {
        Vector2 player2DPosition = cm.WorldToScreenPoint(father.transform.position);  //Camera.main.WorldToScreenPoint(father.transform.position);
        recTransform.localScale = Vector3.one;//这里的缩放要强制恢复为1
        float gao = cm.transform.position.y;
        float fathergao = father.transform.position.y;
        gao = Mathf.Abs(gao - fathergao);
        float xie = Vector3.Magnitude(cm.transform.position - father.transform.position);
        float di = xie * xie - gao * gao;
        di = Mathf.Sqrt(di);
        float y;
   //     y= yOffset * di / xie;
    //   Debug.Log("没有考虑距离的yyyyyyyyyyyyyy:"+y);
        y = yOffset * di / xie * ( 7 /xie);
   //   Debug.Log("考虑距离的yyyyyyyyyyyyyy:" + y);




        float xxx= player2DPosition.x / Screen.width;///750
        float yyy = player2DPosition.y/ Screen.height;
        float zzz = Screen.height*1.0f/Screen.width;




    recTransform.localPosition =   new Vector2(xOffset, y) - new Vector2(1334 / 2, 1334 * zzz / 2)+ new Vector2(1334 *xxx, 1334 *yyy * zzz);


        /////Debug.Log("xxxyyy" + xxx + " " + yyy + "  " + zzz);
        //recTransform.localPosition = player2DPosition + new Vector2(xOffset, yOffset) - new Vector2(Screen.width / 2, Screen.height / 2);// new Vector2(Screen.width/2, Screen.height/2)
        ////Debug.Log("  recTransform.localPosition ???????????????????????????:" + recTransform.localPosition  +"   "+ new Vector2(Screen.width / 2, Screen.height / 2));
        //position change to  localPosition
        // Debug.Log("血条位置:" + player2DPosition.x + "  " + player2DPosition.y);
        //血条超出屏幕就不显示
        /*
        if (player2DPosition.x > Screen.width || player2DPosition.x < 0 || player2DPosition.y > Screen.height || player2DPosition.y < 0)
        {
            recTransform.gameObject.SetActive(false);
        }
        else
        {
            recTransform.gameObject.SetActive(true);
        }
        */
    }






}



猜你喜欢

转载自blog.csdn.net/qq_22012149/article/details/78344902