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VR Photon Tanks 程式參考
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using UnityEngine; | |
using UnityEngine.UI; | |
namespace Complete | |
{ | |
public class TankHealth : MonoBehaviour | |
{ | |
public float m_StartingHealth = 100f; // The amount of health each tank starts with. | |
public Slider m_Slider; // The slider to represent how much health the tank currently has. | |
public Image m_FillImage; // The image component of the slider. | |
public Color m_FullHealthColor = Color.green; // The color the health bar will be when on full health. | |
public Color m_ZeroHealthColor = Color.red; // The color the health bar will be when on no health. | |
public GameObject m_ExplosionPrefab; // A prefab that will be instantiated in Awake, then used whenever the tank dies. | |
private AudioSource m_ExplosionAudio; // The audio source to play when the tank explodes. | |
private ParticleSystem m_ExplosionParticles; // The particle system the will play when the tank is destroyed. | |
private float m_CurrentHealth; // How much health the tank currently has. | |
private bool m_Dead; // Has the tank been reduced beyond zero health yet? | |
private void Awake () | |
{ | |
// Instantiate the explosion prefab and get a reference to the particle system on it. | |
m_ExplosionParticles = Instantiate (m_ExplosionPrefab).GetComponent<ParticleSystem> (); | |
// Get a reference to the audio source on the instantiated prefab. | |
m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource> (); | |
// Disable the prefab so it can be activated when it's required. | |
m_ExplosionParticles.gameObject.SetActive (false); | |
} | |
private void OnEnable() | |
{ | |
// When the tank is enabled, reset the tank's health and whether or not it's dead. | |
m_CurrentHealth = m_StartingHealth; | |
m_Dead = false; | |
// Update the health slider's value and color. | |
SetHealthUI(); | |
} | |
public void TakeDamage (float amount) | |
{ | |
// Reduce current health by the amount of damage done. | |
m_CurrentHealth -= amount; | |
// Change the UI elements appropriately. | |
SetHealthUI (); | |
// If the current health is at or below zero and it has not yet been registered, call OnDeath. | |
if (m_CurrentHealth <= 0f && !m_Dead) | |
{ | |
OnDeath (); | |
} | |
} | |
private void SetHealthUI () | |
{ | |
// Set the slider's value appropriately. | |
m_Slider.value = m_CurrentHealth; | |
// Interpolate the color of the bar between the choosen colours based on the current percentage of the starting health. | |
m_FillImage.color = Color.Lerp (m_ZeroHealthColor, m_FullHealthColor, m_CurrentHealth / m_StartingHealth); | |
} | |
private void OnDeath () | |
{ | |
// Set the flag so that this function is only called once. | |
m_Dead = true; | |
// Move the instantiated explosion prefab to the tank's position and turn it on. | |
m_ExplosionParticles.transform.position = transform.position; | |
m_ExplosionParticles.gameObject.SetActive (true); | |
// Play the particle system of the tank exploding. | |
m_ExplosionParticles.Play (); | |
// Play the tank explosion sound effect. | |
m_ExplosionAudio.Play(); | |
// Turn the tank off. | |
gameObject.SetActive (false); | |
} | |
} | |
} |
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