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using UnityEngine;
using TMPro;
using System;
public class DamageIndicatorText : MonoBehaviour
{
static readonly int _stateNameHash = Animator.StringToHash("damage");
[SerializeField] TextMeshProUGUI text;
[SerializeField] Animator animator;
Camera mainCamera;
Camera uiCamera;
public bool IsShowing => gameObject.activeSelf;
public event Action<DamageIndicatorText> OnComplete;
private void Awake()
{
mainCamera = Camera.main;
uiCamera = GameObject.FindGameObjectWithTag("UICamera").GetComponent<Camera>();
}
private void Update()
{
if (animator.IsComplete(_stateNameHash))
Hide();
}
public void SetText(string text, float fontSize, Color color)
{
this.text.color = color;
this.text.fontSize = fontSize;
this.text.text = text;
}
public void Show()
{
gameObject.SetActive(true);
animator.Play(_stateNameHash);
}
public void Show(Vector2 position)
{
var screenPos = mainCamera.WorldToScreenPoint(position);
RectTransformUtility.ScreenPointToLocalPointInRectangle(transform.parent as RectTransform, screenPos, uiCamera, out Vector2 localPos);
transform.localPosition = localPos;
gameObject.SetActive(true);
animator.Play(_stateNameHash);
}
public void Hide()
{
gameObject.SetActive(false);
}
}