Unity3d 血条脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BloodControll : MonoBehaviour
{
    public string playerName = "主角";
    private float height = 1;

    public Texture2D hpForeground;//血条的前景贴图
    public Texture2D hpBackground;//血条的背景贴图
    public float HP = 150;
    public float HPMax = 200;
    private float offset = 30;//位置偏移,计算位置时可能出现有一些误差,偏移消除这些误差

    public Font fort;//显示名字的文字字体样式

    private float HPGUIWidth = 200;
    private float HPGUIHeight = 20;

    private void Start()
    {

    }

    private void OnGUI()
    {
        //计算绘制血条和名称所在的世界坐标,此坐标就是玩家的世界坐标
        Vector3 worldPosition = new Vector3(transform.position.x, transform.position.y + height, transform.position.z);
        //血条和名称所在世界坐标转换成屏幕坐标
        Vector2 position = GameManage.GamePlayCamera.WorldToScreenPoint(worldPosition);
        //计算绘制血条和名称坐在的屏幕坐标,由于屏幕坐标屏幕在右下角是(0,0)点,左上角是(Screen.Width,Screen.Height)所以使用减法
        position = new Vector2(position.x, Screen.height - position.y);

        //计算绘制血条的宽度,这样就可以实现扣血时,血条宽度的变化
        float hpWidth = HP / HPMax * HPGUIWidth;

        //绘制血条
        GUI.DrawTexture(new Rect(position.x - HPGUIWidth / 2, position.y - HPGUIHeight - offset, HPGUIWidth, HPGUIHeight), hpBackground);
        GUI.DrawTexture(new Rect(position.x - HPGUIWidth / 2, position.y - HPGUIHeight - offset, hpWidth, HPGUIHeight), hpForeground);

        //计算绘制名称的大小,以确定绘制名称的位置
        Vector2 nameSize = GUI.skin.label.CalcSize(new GUIContent(playerName));
        GUI.color = Color.black;
        //设置字体样式
        GUI.skin.label.font = fort;
        //绘制名称
        GUI.Label(new Rect(position.x - (nameSize.x / 2), position.y - nameSize.y - HPGUIHeight - offset, nameSize.x, nameSize.y), playerName);
    }

}

 

posted @ 2020-04-22 18:20  码农丁  阅读(451)  评论(0编辑  收藏  举报