Files
Cielonos/Assets/Scripts/MainGame/UI/PlayerUI/MainWeapon/DodgeFunctionIcon.cs
SoulliesOfficial 9a9e48f8a5
2026-06-27 12:52:03 -04:00

92 lines
3.4 KiB
C#

using ChocDino.UIFX;
using Cielonos.MainGame.Characters;
using DG.Tweening;
using SLSUtilities.UI;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Cielonos.MainGame.UI
{
public class DodgeFunctionIcon : UIElementBase
{
public Image frame;
public Image iconImage;
public Image timerImage;
public TMP_Text timerText;
public TMP_Text costText;
private Sequence _frameOutlineSequence;
private void Start()
{
// 如果闪避不需要显示固定的能量消耗,可以在开始时隐藏消耗文本
// (如果你们后续为闪避增加了体力消耗,也可以在这里调整显示逻辑)
if (costText != null)
{
costText.gameObject.SetActive(false);
}
}
public override void UpdateUI()
{
Player player = MainGameManager.Player;
if (player == null || player.movementSc == null) return;
float maxCooldown = player.attributeSm[CharacterAttribute.DodgeInterval];
float currentCooldown = player.movementSc.dodgeIntervalTimer;
bool isActionOngoing = player.landMovementSc.isDashing || player.landMovementSc.isDodging;
if (isActionOngoing)
{
// 动作持续期间,保持遮罩全满,且不显示文字
if (timerImage != null) timerImage.fillAmount = 1f;
if (timerText != null) timerText.text = "";
}
else if (maxCooldown <= 0f)
{
if (timerImage != null) timerImage.fillAmount = 0;
if (timerText != null) timerText.text = "";
}
else
{
float fillAmount = Mathf.Clamp01(currentCooldown / maxCooldown);
if (timerImage != null) timerImage.fillAmount = fillAmount;
if (timerText != null)
{
if (currentCooldown > 0f)
{
timerText.text = currentCooldown.ToString("F1");
}
else
{
timerText.text = "";
}
}
}
}
public void SetFrameOutline(float totalDuration, Color color = default, float intensity = 0.5f)
{
if (frame == null) return;
color = color == default ? Color.white : color;
Color hdrColor = color * Mathf.Pow(2f, intensity);
GlowFilter glowFilter = frame.GetComponent<GlowFilter>();
if (glowFilter == null) return;
glowFilter.Color = hdrColor;
float fadeDuration = Mathf.Clamp(totalDuration / 2f, 0.2f, totalDuration);
float stayDuration = totalDuration - fadeDuration;
float strengthPeak = 0.5f;
_frameOutlineSequence?.Kill(true);
_frameOutlineSequence = DOTween.Sequence();
_frameOutlineSequence.Append(DOTween.To(() => glowFilter.Strength, x => glowFilter.Strength = x, strengthPeak, fadeDuration).SetEase(Ease.OutQuad));
_frameOutlineSequence.AppendInterval(stayDuration);
_frameOutlineSequence.Append(DOTween.To(() => glowFilter.Strength, x => glowFilter.Strength = x, 0f, fadeDuration).SetEase(Ease.InQuad));
_frameOutlineSequence.Play();
}
}
}