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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using System.Collections;
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using UnityEngine;
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/// <summary>
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/// A simple UI that shows the health amount.
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/// </summary>
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public class HealthBar : MonoBehaviour
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{
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[Tooltip("A reference to the health component that the healthbar represents.")]
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[SerializeField] protected Health m_Health;
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[Tooltip("A reference to the healthbar fill image.")]
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[SerializeField] protected UnityEngine.UI.Image m_Image;
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[Tooltip("The amount that the health amount is adjusted each update.")]
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[SerializeField] protected float m_AdjustmentAmount = 0.01f;
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private Coroutine m_HealthAdjustmentCoroutine;
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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private void Awake()
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{
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m_Health.OnUpdateValue += OnUpdateHealth;
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}
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/// <summary>
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/// The health value has been updated.
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/// </summary>
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/// <param name="value">The new health value.</param>
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private void OnUpdateHealth(float value)
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{
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if (m_HealthAdjustmentCoroutine != null) {
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StopCoroutine(m_HealthAdjustmentCoroutine);
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m_HealthAdjustmentCoroutine = null;
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}
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m_HealthAdjustmentCoroutine = StartCoroutine(AdjustFillAmount(value / m_Health.MaxHealth));
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}
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/// <summary>
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/// Adjusts the fill amount by the adjustment amount.
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/// </summary>
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/// <param name="targetValue">The target fill value.</param>
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private IEnumerator AdjustFillAmount(float targetValue)
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{
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while (m_Image.fillAmount != targetValue) {
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m_Image.fillAmount += m_AdjustmentAmount * Mathf.Sign(targetValue - m_Image.fillAmount);
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if (Mathf.Abs(targetValue - m_Image.fillAmount) < m_AdjustmentAmount) {
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m_Image.fillAmount = targetValue;
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}
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yield return new WaitForEndOfFrame();
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}
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m_HealthAdjustmentCoroutine = null;
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}
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/// <summary>
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/// The object has been destroyed.
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/// </summary>
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private void OnDestroy()
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{
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m_Health.OnUpdateValue -= OnUpdateHealth;
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}
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}
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}
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