Я следовал этому видео о том, как автоматически создавать полосы здоровья для юнитов. Это мой класс HealthBar
.
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
#region SerializeFields
[SerializeField] private Image foregroundImage;
[SerializeField] private float updateSpeedInSec = 0.5f;
[SerializeField] private float positionOffset = 1f;
#endregion
#region NonSerializeFields
private Health health;
#endregion
public void SetHealth(Health healthToSet)
{
health = healthToSet;
healthToSet.OnHealthPctChanged += HandleHealthChanged;
}
private void HandleHealthChanged(float pct)
{
StartCoroutine(ChangeToPct(pct));
}
private IEnumerator ChangeToPct(float pct)
{
float preChangedPct = foregroundImage.fillAmount;
float elapsedTime = 0f;
while (elapsedTime < updateSpeedInSec)
{
elapsedTime += Time.deltaTime;
foregroundImage.fillAmount = Mathf.Lerp(preChangedPct, pct, elapsedTime / updateSpeedInSec);
yield return null;
}
foregroundImage.fillAmount = pct;
}
private void LateUpdate()
{
var worldToScreenPoint = Camera.main
.WorldToScreenPoint(health.transform.position + (Vector3) Vector2.up * positionOffset);
transform.position = worldToScreenPoint;
}
private void OnDestroy()
{
health.OnHealthPctChanged -= HandleHealthChanged;
}
}
Итак, это мой класс HealthBarController, в котором вызывается метод SetHealth
, помещенный на холст.
using System.Collections.Generic;
using UnityEngine;
public class HealthBarController : MonoBehaviour
{
#region SerializeFields
[SerializeField] private HealthBar healthBar;
#endregion
#region NonSerializeFields
private Dictionary<Health, HealthBar> healthBars = new Dictionary<Health, HealthBar>();
#endregion
private void Awake()
{
Health.OnHealthAdded += AddHealthBar;
Health.OnHealthRemoved += RemoveHealthBar;
}
private void AddHealthBar(Health health)
{
if (healthBars.ContainsKey(health)) return;
var newHealthBar = Instantiate(healthBar, transform);
healthBars.Add(health, newHealthBar);
healthBar.SetHealth(health);
}
private void RemoveHealthBar(Health health)
{
if (!healthBars.ContainsKey(health)) return;
Destroy(healthBars[health].gameObject);
healthBars.Remove(health);
}
}
Иэто мой класс здоровья персонажа игрока.
using System;
using UnityEngine;
public class Health : MonoBehaviour, IDamageable
{
#region SerializeFields
[SerializeField] protected int maxHealth = 100;
public static event Action<Health> OnHealthAdded = delegate { };
public static event Action<Health> OnHealthRemoved = delegate { };
public event Action<float> OnHealthPctChanged = delegate { };
#endregion
#region NonSerializeFields
protected int currentHealth;
#endregion
private void OnEnable()
{
currentHealth = maxHealth;
OnHealthAdded(this);
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
float currentHealthPct = (float) currentHealth / maxHealth;
OnHealthPctChanged(currentHealthPct);
if (currentHealth <= 0)
{
Die();
}
}
protected void Die()
{
OnHealthRemoved(this);
Destroy(gameObject);
}
}
Проблема, с которой я сталкиваюсь, заключается в методе LateUpdate
, поле health
пусто, хотя в методе SetHealth
,он был установлен правильно.