Интерфейс в процессе

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ThomasCharester committed 2025-10-31 23:19:16 +03:00
1 parent bea109175b
commit 45fe19be24
53 files changed
+2527 -64

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@@ -33,14 +33,14 @@ namespace Code.App.AppStates
_playerHealth = Context.PlayerFactory.CreatePlayerHealth(); _playerHealth = Context.PlayerFactory.CreatePlayerHealth();
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveHealth, GiveHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveHealth); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.GiveMoney, GiveMoney);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseHealth, LooseHealth);
Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney); Context.InputService.DebugBindAction((int)ActionMappings.Debug, (int)DebugActions.LooseMoney, LooseMoney);
} }
private void SceneLoaded() private void SceneLoaded()
{ {
((GameplayPanel)Context.UIService.CurrentPanel).Initialize(_playerMoney, _playerHealth); ((GameplayPanel)(Context.UIService.CurrentPanel)).Initialize(_playerMoney, _playerHealth);
Context.UIService.LoadingScreen.Hide(); Context.UIService.LoadingScreen.Hide();
base.EnterState(); base.EnterState();
@@ -48,12 +48,16 @@ namespace Code.App.AppStates
private void GiveHealth(InputAction.CallbackContext context) private void GiveHealth(InputAction.CallbackContext context)
{ {
UnityEngine.Debug.Log("Giving health");
_playerHealth.GetDamage(-1); _playerHealth.GetDamage(-1);
UnityEngine.Debug.Log(_playerHealth.HealthPoints);
} }
private void LooseHealth(InputAction.CallbackContext context) private void LooseHealth(InputAction.CallbackContext context)
{ {
UnityEngine.Debug.Log("Losing health");
_playerHealth.GetDamage(1); _playerHealth.GetDamage(1);
UnityEngine.Debug.Log(_playerHealth.HealthPoints);
} }
private void GiveMoney(InputAction.CallbackContext context) private void GiveMoney(InputAction.CallbackContext context)
@@ -63,7 +67,7 @@ namespace Code.App.AppStates
private void LooseMoney(InputAction.CallbackContext context) private void LooseMoney(InputAction.CallbackContext context)
{ {
_playerMoney.GiveMoney(100); _playerMoney.LooseMoney(100);
} }
public override void Tick() public override void Tick()
@@ -1,4 +1,5 @@
using Code.UI; using Code.UI;
using Code.UI.GameplayElements;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization; using UnityEngine.Serialization;
@@ -9,5 +10,10 @@ namespace Code.Configs
{ {
[FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs; [FormerlySerializedAs("uiElements")] public UIElement[] uiElementsPrefabs;
[FormerlySerializedAs("canvas")] public Canvas canvasPrefab; [FormerlySerializedAs("canvas")] public Canvas canvasPrefab;
[Header("GameplayPanel")]
public HealthBar healthBarPrefab;
public MoneyBar moneyBarPrefab;
} }
} }
@@ -6,7 +6,7 @@ namespace Code.Gameplay.Player
public event OnDeathDelegate OnDeath; public event OnDeathDelegate OnDeath;
public delegate void OnDamageDelegate(int damage, int health); public delegate void OnDamageDelegate(int damage, PlayerHealth health);
public event OnDamageDelegate OnDamage; public event OnDamageDelegate OnDamage;
@@ -18,7 +18,7 @@ namespace Code.Gameplay.Player
public void GetDamage(int count) public void GetDamage(int count)
{ {
_healthPoints -= count; _healthPoints -= count;
OnDamage?.Invoke(count, _healthPoints); OnDamage?.Invoke(count, this);
if (_healthPoints <= 0) OnDeath?.Invoke(); if (_healthPoints <= 0) OnDeath?.Invoke();
} }
@@ -12,6 +12,7 @@ namespace Code.Scenes.SceneEnvironments
public void TransitVariables(MainMenuEnvironment env) public void TransitVariables(MainMenuEnvironment env)
{ {
cameraTarget = env.cameraTarget; cameraTarget = env.cameraTarget;
cameraPosition = env.cameraPosition;
} }
} }
} }
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 271d8609b0d94575a2e61c48d3b46d63
timeCreated: 1761917025
@@ -0,0 +1,18 @@
using Code.Gameplay.Player;
using UnityEngine;
using UnityEngine.UI;
namespace Code.UI.GameplayElements
{
public class HealthBar : MonoBehaviour
{
[SerializeField] private Image healthBar;
public void HealthUpdate(int count, PlayerHealth health)
{
// TODO Анимация потери
float fillAmount = (float)health.HealthPoints / health.MaxHealthPoints;
healthBar.fillAmount = fillAmount;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ddb267271c834c6697caff23709d30a2
timeCreated: 1761917038
@@ -0,0 +1,16 @@
using TMPro;
using UnityEngine;
namespace Code.UI.GameplayElements
{
public class MoneyBar : MonoBehaviour
{
[SerializeField] private TMP_Text moneyText;
public void MoneyUpdate(int count, int money)
{
// TODO Анимация получения\потери
moneyText.text = money.ToString();
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 02373b82fefd4812ac1d6d97d65fc9f0
timeCreated: 1761917491
+12 -21
View File
@@ -1,4 +1,5 @@
using Code.Gameplay.Player; using Code.Gameplay.Player;
using Code.UI.GameplayElements;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@@ -7,34 +8,24 @@ namespace Code.UI
{ {
public class GameplayPanel : UIElement public class GameplayPanel : UIElement
{ {
[SerializeField] private Image healthBar;
[SerializeField] private Image dispatcher; [SerializeField] private Image dispatcher;
[SerializeField] private TMP_Text moneyText;
[SerializeField] private TMP_Text timer; [SerializeField] private TMP_Text timer;
private HealthBar _healthBar;
private MoneyBar _moneyBar;
private int _maxHealth; public void Initialize(PlayerMoney money, PlayerHealth health, HealthBar healthBar = null, MoneyBar moneyBar = null)
public void Initialize(PlayerMoney money, PlayerHealth health)
{ {
money.OnMoneyGet += MoneyUpdate; _healthBar = healthBar;
money.OnMoneyLoose += MoneyUpdate; _moneyBar = moneyBar;
moneyText.text = money.Money.ToString(); money.OnMoneyGet += _moneyBar.MoneyUpdate;
money.OnMoneyLoose += _moneyBar.MoneyUpdate;
_moneyBar.MoneyUpdate(0,money.Money);
health.OnDamage += HealthUpdate; health.OnDamage += _healthBar.HealthUpdate;
healthBar.fillAmount = (float)health.HealthPoints / _maxHealth * 100f; _healthBar.HealthUpdate(0,health);
_maxHealth = health.MaxHealthPoints;
}
private void MoneyUpdate(int count, int money)
{
// TODO Анимация получения\потери
moneyText.text = money.ToString();
}
private void HealthUpdate(int count, int health)
{
// TODO Анимация потери
healthBar.fillAmount = (float)health / _maxHealth * 100f;
} }
private void Update() private void Update()
{ {
@@ -0,0 +1,11 @@
using Code.UI.GameplayElements;
using UnityEngine;
namespace Code.UI
{
public interface IUIFactory
{
MoneyBar CreateMoneybar(Canvas canvas);
HealthBar CreateHealthbar(Canvas canvas);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 61892c4ae3ab4b1498c3df219c5c75d6
timeCreated: 1761922548
@@ -0,0 +1,15 @@
using Code.UI.GameplayElements;
using Reflex.Attributes;
using UnityEngine;
namespace Code.UI
{
public class UIFactory : IUIFactory
{
[Inject] private HealthBar healthbarPrefab;
[Inject] private MoneyBar moneybarPrefab;
public MoneyBar CreateMoneybar(Canvas canvas) => Object.Instantiate(moneybarPrefab, canvas.transform);
public HealthBar CreateHealthbar(Canvas canvas) => Object.Instantiate(healthbarPrefab, canvas.transform);
}
}
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