using Common.Utility.CombatEvent; using GameLogic.Combat.Hero; using UnityEngine; namespace Fort23.Mono { [UIBinding(prefab = "DuiPingWidget")] public partial class DuiPingWidget : UIComponent { public CombatMagicWeaponEntity combatMagicWeaponEntity; private RectTransform rectTransform; private void Init() { } public override void AddEvent() { } public override void DelEvent() { } public override void AddButtonEvent() { rectTransform = icon.GetComponent(); rectTransform.sizeDelta = new Vector2(100, 9); } public void ShowWidget(CombatMagicWeaponEntity combatMagicWeaponEntity) { this.combatMagicWeaponEntity = combatMagicWeaponEntity; Vector3 offPos = new Vector3(0, 0); if (this.combatMagicWeaponEntity.IsEnemy) { offPos = new Vector3(0, 2); } else { offPos = new Vector3(0, -2); } Vector3 worldPos = combatMagicWeaponEntity.GameObject.transform.position + offPos; Vector3 p = UIManager.Instance.CurrCustomCameraStack.camera.WorldToScreenPoint(worldPos); Vector3 p2 = UIManager.Instance.UICamera.ScreenToWorldPoint(p); transform.position = p2; } public void UpdateHp() { float bl = combatMagicWeaponEntity.HpBl / combatMagicWeaponEntity.MaxHp; rectTransform.sizeDelta = new Vector2(100 * bl, 9); } } }