first commit

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2026-06-04 21:37:43 +03:00
commit a6ea987b0d
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using OTG.Lab06.Characters;
using UnityEngine;
namespace OTG.Lab06.Abilities
{
public readonly struct AbilityCastContext
{
public AbilityCastContext(AbilityData ability, Transform caster, PlayerStats playerStats, Vector3 origin, Vector3 forward)
{
Ability = ability;
Caster = caster;
PlayerStats = playerStats;
Origin = origin;
Forward = forward.sqrMagnitude <= 0.0001f ? Vector3.forward : forward.normalized;
}
public AbilityData Ability { get; }
public Transform Caster { get; }
public PlayerStats PlayerStats { get; }
public Vector3 Origin { get; }
public Vector3 Forward { get; }
}
}
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using UnityEngine;
namespace OTG.Lab06.Abilities
{
[CreateAssetMenu(menuName = "OTG/Lab06/Ability Data", fileName = "AbilityData")]
public sealed class AbilityData : ScriptableObject
{
[Header("Identity")]
public string abilityId;
public string abilityName;
[TextArea(2, 5)] public string description;
public Sprite icon;
[Header("Numbers")]
public float manaCost;
public float cooldown;
public float damage;
public float castRange;
[Header("Behaviour")]
public GameObject effectPrefab;
}
}
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using UnityEngine;
namespace OTG.Lab06.Abilities
{
public abstract class AbilityEffect : MonoBehaviour
{
public abstract void Activate(AbilityCastContext context);
}
}
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using System;
using System.Collections.Generic;
using OTG.Lab06.Characters;
using UnityEngine;
namespace OTG.Lab06.Abilities
{
public sealed class AbilityManager : MonoBehaviour
{
[SerializeField] private PlayerStats playerStats;
[SerializeField] private Transform castOrigin;
[SerializeField] private List<AbilityData> learnedAbilities = new List<AbilityData>();
private readonly List<AbilityRuntime> runtimes = new List<AbilityRuntime>();
public event Action<IReadOnlyList<AbilityRuntime>> AbilitiesChanged;
public event Action ResourcesChanged;
public IReadOnlyList<AbilityRuntime> Abilities => runtimes;
private void Awake()
{
if (playerStats == null)
{
playerStats = GetComponent<PlayerStats>();
}
if (castOrigin == null)
{
castOrigin = transform;
}
RebuildRuntime();
}
private void Update()
{
for (int i = 0; i < runtimes.Count; i++)
{
runtimes[i].Tick(Time.deltaTime);
}
HandleHotkeys();
AbilitiesChanged?.Invoke(runtimes);
}
public void SetLearnedAbilities(IEnumerable<AbilityData> abilities)
{
learnedAbilities.Clear();
learnedAbilities.AddRange(abilities);
RebuildRuntime();
}
public bool TryCast(int abilityIndex)
{
if (abilityIndex < 0 || abilityIndex >= runtimes.Count)
{
return false;
}
AbilityRuntime runtime = runtimes[abilityIndex];
AbilityData ability = runtime.Data;
if (ability == null || !runtime.IsReady || playerStats == null || !playerStats.SpendMana(ability.manaCost))
{
return false;
}
if (ability.effectPrefab == null)
{
Debug.LogWarning($"Ability '{ability.abilityName}' has no effect prefab.", ability);
playerStats.RestoreMana(ability.manaCost);
return false;
}
Quaternion rotation = Quaternion.LookRotation(GetCastForward(), Vector3.up);
GameObject effectObject = Instantiate(ability.effectPrefab, GetCastOrigin(), rotation);
AbilityEffect effect = effectObject.GetComponent<AbilityEffect>();
if (effect == null)
{
Debug.LogWarning($"Ability prefab '{ability.effectPrefab.name}' has no AbilityEffect component.", ability.effectPrefab);
Destroy(effectObject);
playerStats.RestoreMana(ability.manaCost);
return false;
}
var context = new AbilityCastContext(ability, transform, playerStats, GetCastOrigin(), GetCastForward());
effect.Activate(context);
runtime.StartCooldown();
ResourcesChanged?.Invoke();
AbilitiesChanged?.Invoke(runtimes);
return true;
}
private void RebuildRuntime()
{
runtimes.Clear();
foreach (AbilityData ability in learnedAbilities)
{
if (ability != null)
{
runtimes.Add(new AbilityRuntime(ability));
}
}
AbilitiesChanged?.Invoke(runtimes);
}
private void HandleHotkeys()
{
for (int i = 0; i < runtimes.Count && i < 9; i++)
{
if (Input.GetKeyDown((KeyCode)((int)KeyCode.Alpha1 + i)))
{
TryCast(i);
}
}
}
private Vector3 GetCastOrigin()
{
return castOrigin == null ? transform.position + Vector3.up : castOrigin.position;
}
private Vector3 GetCastForward()
{
if (Camera.main != null)
{
Vector3 cameraForward = Camera.main.transform.forward;
cameraForward.y = 0f;
if (cameraForward.sqrMagnitude > 0.01f)
{
return cameraForward.normalized;
}
}
Vector3 forward = transform.forward;
forward.y = 0f;
return forward.sqrMagnitude <= 0.01f ? Vector3.forward : forward.normalized;
}
}
}
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using System;
using UnityEngine;
namespace OTG.Lab06.Abilities
{
[Serializable]
public sealed class AbilityRuntime
{
public AbilityRuntime(AbilityData data)
{
Data = data;
}
public AbilityData Data { get; }
public float CooldownRemaining { get; private set; }
public bool IsReady => CooldownRemaining <= 0f;
public float CooldownNormalized => Data == null || Data.cooldown <= 0f ? 0f : Mathf.Clamp01(CooldownRemaining / Data.cooldown);
public void Tick(float deltaTime)
{
if (CooldownRemaining <= 0f)
{
return;
}
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - deltaTime);
}
public void StartCooldown()
{
CooldownRemaining = Data == null ? 0f : Mathf.Max(0f, Data.cooldown);
}
}
}
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using UnityEngine;
namespace OTG.Lab06.Characters
{
public sealed class ManaCrystal : MonoBehaviour
{
[SerializeField] private float restoreAmount = 35f;
[SerializeField] private float respawnTime = 7f;
[SerializeField] private GameObject visualRoot;
private Collider triggerCollider;
private float cooldown;
private void Awake()
{
triggerCollider = GetComponent<Collider>();
if (visualRoot == null && transform.childCount > 0)
{
visualRoot = transform.GetChild(0).gameObject;
}
}
private void Update()
{
transform.Rotate(Vector3.up, 45f * Time.deltaTime, Space.World);
if (cooldown <= 0f)
{
return;
}
cooldown -= Time.deltaTime;
if (cooldown <= 0f)
{
SetAvailable(true);
}
}
private void OnTriggerEnter(Collider other)
{
PlayerStats stats = other.GetComponentInParent<PlayerStats>();
if (stats == null || cooldown > 0f)
{
return;
}
stats.RestoreMana(restoreAmount);
cooldown = respawnTime;
SetAvailable(false);
}
private void SetAvailable(bool available)
{
if (triggerCollider != null)
{
triggerCollider.enabled = available;
}
if (visualRoot != null)
{
visualRoot.SetActive(available);
}
}
}
}
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using UnityEngine;
namespace OTG.Lab06.Characters
{
[RequireComponent(typeof(CharacterController))]
public sealed class PlayerController : MonoBehaviour
{
[SerializeField] private float moveSpeed = 6f;
[SerializeField] private float rotationSpeed = 12f;
[SerializeField] private float gravity = -24f;
[SerializeField] private Transform cameraTransform;
private CharacterController characterController;
private float verticalVelocity;
private void Awake()
{
characterController = GetComponent<CharacterController>();
}
private void Start()
{
if (cameraTransform == null && Camera.main != null)
{
cameraTransform = Camera.main.transform;
}
}
private void Update()
{
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
input = Vector2.ClampMagnitude(input, 1f);
Vector3 forward = cameraTransform == null ? Vector3.forward : cameraTransform.forward;
Vector3 right = cameraTransform == null ? Vector3.right : cameraTransform.right;
forward.y = 0f;
right.y = 0f;
forward.Normalize();
right.Normalize();
Vector3 move = forward * input.y + right * input.x;
if (move.sqrMagnitude > 0.01f)
{
Quaternion targetRotation = Quaternion.LookRotation(move, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
if (characterController.isGrounded && verticalVelocity < 0f)
{
verticalVelocity = -2f;
}
verticalVelocity += gravity * Time.deltaTime;
Vector3 velocity = move * moveSpeed + Vector3.up * verticalVelocity;
characterController.Move(velocity * Time.deltaTime);
}
}
}
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using System;
using OTG.Lab06.Core;
using UnityEngine;
namespace OTG.Lab06.Characters
{
public sealed class PlayerStats : MonoBehaviour
{
[SerializeField] private float health = 100f;
[SerializeField] private float mana = 100f;
private ResourceStat healthStat;
private ResourceStat manaStat;
public event Action<float, float> HealthChanged;
public event Action<float, float> ManaChanged;
public float Health { get { EnsureInitialized(); return healthStat.Current; } }
public float MaxHealth { get { EnsureInitialized(); return healthStat.Max; } }
public float Mana { get { EnsureInitialized(); return manaStat.Current; } }
public float MaxMana { get { EnsureInitialized(); return manaStat.Max; } }
private void Awake()
{
EnsureInitialized();
}
private void Start()
{
HealthChanged?.Invoke(Health, MaxHealth);
ManaChanged?.Invoke(Mana, MaxMana);
}
public void TakeDamage(float amount)
{
EnsureInitialized();
healthStat.Subtract(amount);
}
public void Heal(float amount)
{
EnsureInitialized();
healthStat.Add(amount);
}
public bool SpendMana(float amount)
{
EnsureInitialized();
return manaStat.TrySpend(amount);
}
public void RestoreMana(float amount)
{
EnsureInitialized();
manaStat.Add(amount);
}
private void EnsureInitialized()
{
if (healthStat != null && manaStat != null)
{
return;
}
healthStat = new ResourceStat(health);
manaStat = new ResourceStat(mana);
healthStat.Changed += (current, max) => HealthChanged?.Invoke(current, max);
manaStat.Changed += (current, max) => ManaChanged?.Invoke(current, max);
}
}
}
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using UnityEngine;
namespace OTG.Lab06.Characters
{
public sealed class ThirdPersonCamera : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float mouseSensitivity = 2.5f;
[SerializeField] private float smoothTime = 0.12f;
[SerializeField] private float minPitch = 45f;
[SerializeField] private float maxPitch = 60f;
[SerializeField] private float initialPitch = 52f;
[SerializeField] private float distance = 14f;
[SerializeField] private float lookAhead = 3.5f;
[SerializeField] private float targetHeight = 1.25f;
private Vector3 velocity;
private float yaw;
private float pitch;
public void SetTarget(Transform newTarget)
{
target = newTarget;
}
private void Start()
{
yaw = transform.eulerAngles.y;
pitch = Mathf.Clamp(initialPitch, minPitch, maxPitch);
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
private void LateUpdate()
{
if (target == null)
{
return;
}
if (Input.GetMouseButtonDown(1))
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (Input.GetMouseButtonUp(1))
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
if (Input.GetMouseButton(1))
{
yaw += Input.GetAxis("Mouse X") * mouseSensitivity;
pitch -= Input.GetAxis("Mouse Y") * mouseSensitivity;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
}
Vector3 forward = Quaternion.Euler(0f, yaw, 0f) * Vector3.forward;
float pitchRadians = pitch * Mathf.Deg2Rad;
float horizontalDistance = Mathf.Cos(pitchRadians) * distance;
float height = Mathf.Sin(pitchRadians) * distance;
Vector3 desiredPosition = target.position - forward * horizontalDistance + Vector3.up * height;
Vector3 lookTarget = target.position + forward * lookAhead + Vector3.up * targetHeight;
transform.position = Vector3.SmoothDamp(transform.position, desiredPosition, ref velocity, smoothTime);
transform.rotation = Quaternion.LookRotation(lookTarget - transform.position, Vector3.up);
}
}
}
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using OTG.Lab06.Core;
using UnityEngine;
namespace OTG.Lab06.Combat
{
public sealed class Enemy : MonoBehaviour, IDamageable
{
[SerializeField] private float health = 80f;
[SerializeField] private GameObject deathEffectPrefab;
private bool isAlive = true;
public Transform Transform => transform;
public bool IsAlive => isAlive;
public void TakeDamage(float amount)
{
if (!isAlive)
{
return;
}
health -= Mathf.Max(0f, amount);
FloatingDamageManager.Show(amount, transform.position + Vector3.up * 2.1f);
if (health <= 0f)
{
Die();
}
}
private void Die()
{
isAlive = false;
if (deathEffectPrefab != null)
{
Instantiate(deathEffectPrefab, transform.position + Vector3.up * 0.6f, Quaternion.identity);
}
Destroy(gameObject, 0.05f);
}
}
}
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using UnityEngine;
using UnityEngine.UI;
namespace OTG.Lab06.Combat
{
public sealed class FloatingDamage : MonoBehaviour
{
[SerializeField] private Text label;
[SerializeField] private float lifetime = 1.1f;
[SerializeField] private float riseSpeed = 1.2f;
private float remaining;
public void Initialize(float amount)
{
if (label == null)
{
label = GetComponentInChildren<Text>();
}
label.text = Mathf.RoundToInt(amount).ToString();
remaining = lifetime;
}
private void Update()
{
transform.position += Vector3.up * (riseSpeed * Time.deltaTime);
if (Camera.main != null)
{
transform.rotation = Quaternion.LookRotation(transform.position - Camera.main.transform.position, Vector3.up);
}
remaining -= Time.deltaTime;
float alpha = Mathf.Clamp01(remaining / lifetime);
if (label != null)
{
Color color = label.color;
color.a = alpha;
label.color = color;
}
if (remaining <= 0f)
{
Destroy(gameObject);
}
}
}
}
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using UnityEngine;
namespace OTG.Lab06.Combat
{
public sealed class FloatingDamageManager : MonoBehaviour
{
private static FloatingDamageManager instance;
[SerializeField] private FloatingDamage floatingDamagePrefab;
private void Awake()
{
instance = this;
}
public static void Show(float amount, Vector3 position)
{
if (instance == null || instance.floatingDamagePrefab == null)
{
return;
}
FloatingDamage damage = Instantiate(instance.floatingDamagePrefab, position, Quaternion.identity);
damage.Initialize(amount);
}
}
}
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using UnityEngine;
namespace OTG.Lab06.Core
{
public interface IDamageable
{
Transform Transform { get; }
bool IsAlive { get; }
void TakeDamage(float amount);
}
}
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using System;
using UnityEngine;
namespace OTG.Lab06.Core
{
[Serializable]
public sealed class ResourceStat
{
[SerializeField] private float maxValue = 100f;
[SerializeField] private float currentValue = 100f;
public event Action<float, float> Changed;
public float Current => currentValue;
public float Max => maxValue;
public float Normalized => maxValue <= 0f ? 0f : currentValue / maxValue;
public ResourceStat(float maxValue)
{
this.maxValue = Mathf.Max(1f, maxValue);
currentValue = this.maxValue;
}
public void Initialize(float value)
{
maxValue = Mathf.Max(1f, value);
currentValue = maxValue;
Changed?.Invoke(currentValue, maxValue);
}
public bool TrySpend(float amount)
{
if (amount <= 0f)
{
return true;
}
if (currentValue < amount)
{
return false;
}
SetCurrent(currentValue - amount);
return true;
}
public void Add(float amount)
{
if (amount <= 0f)
{
return;
}
SetCurrent(currentValue + amount);
}
public void Subtract(float amount)
{
if (amount <= 0f)
{
return;
}
SetCurrent(currentValue - amount);
}
private void SetCurrent(float value)
{
currentValue = Mathf.Clamp(value, 0f, maxValue);
Changed?.Invoke(currentValue, maxValue);
}
}
}
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using OTG.Lab06.Abilities;
using UnityEngine;
namespace OTG.Lab06.Effects
{
public sealed class BlinkEffect : AbilityEffect
{
[SerializeField] private float obstaclePadding = 0.8f;
[SerializeField] private LayerMask obstacleMask = ~0;
[SerializeField] private float visualLifetime = 0.8f;
public override void Activate(AbilityCastContext context)
{
Vector3 start = context.Caster.position;
Vector3 direction = context.Forward;
float distance = Mathf.Max(0.1f, context.Ability.castRange);
Vector3 target = start + direction * distance;
CharacterController controller = context.Caster.GetComponent<CharacterController>();
if (controller != null)
{
controller.enabled = false;
}
if (Physics.SphereCast(start + Vector3.up, 0.45f, direction, out RaycastHit hit, distance, obstacleMask, QueryTriggerInteraction.Ignore))
{
target = hit.point - direction * obstaclePadding;
target.y = start.y;
}
context.Caster.position = target;
if (controller != null)
{
controller.enabled = true;
}
transform.position = target + Vector3.up * 0.05f;
Destroy(gameObject, visualLifetime);
}
}
}
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using OTG.Lab06.Abilities;
using OTG.Lab06.Core;
using UnityEngine;
namespace OTG.Lab06.Effects
{
[RequireComponent(typeof(Collider))]
public sealed class FireballEffect : AbilityEffect
{
[SerializeField] private float speed = 18f;
[SerializeField] private float lifeTime = 4f;
[SerializeField] private LayerMask hitMask = ~0;
private AbilityCastContext context;
private Vector3 direction;
private float remainingLife;
private bool activated;
public override void Activate(AbilityCastContext context)
{
this.context = context;
direction = context.Forward;
remainingLife = Mathf.Min(lifeTime, Mathf.Max(0.5f, context.Ability.castRange / Mathf.Max(1f, speed)));
activated = true;
transform.position = context.Origin + direction * 0.9f;
transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
}
private void Awake()
{
Collider ownCollider = GetComponent<Collider>();
ownCollider.isTrigger = true;
}
private void Update()
{
if (!activated)
{
return;
}
float step = speed * Time.deltaTime;
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, step, hitMask, QueryTriggerInteraction.Ignore))
{
ApplyHit(hit.collider);
return;
}
transform.position += direction * step;
remainingLife -= Time.deltaTime;
if (remainingLife <= 0f)
{
Destroy(gameObject);
}
}
private void OnTriggerEnter(Collider other)
{
if (!activated || other.transform == context.Caster)
{
return;
}
ApplyHit(other);
}
private void ApplyHit(Collider hitCollider)
{
if (hitCollider.transform == context.Caster || hitCollider.GetComponentInParent<AbilityEffect>() != null)
{
return;
}
IDamageable damageable = hitCollider.GetComponentInParent<IDamageable>();
if (damageable != null && damageable.IsAlive)
{
damageable.TakeDamage(context.Ability.damage);
}
Destroy(gameObject);
}
}
}
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using System.Collections.Generic;
using OTG.Lab06.Abilities;
using OTG.Lab06.Core;
using UnityEngine;
namespace OTG.Lab06.Effects
{
public sealed class IceNovaEffect : AbilityEffect
{
[SerializeField] private float visualLifetime = 1.2f;
[SerializeField] private LayerMask hitMask = ~0;
public override void Activate(AbilityCastContext context)
{
transform.position = context.Caster.position + Vector3.up * 0.05f;
float radius = Mathf.Max(0.1f, context.Ability.castRange);
Collider[] hits = Physics.OverlapSphere(context.Caster.position, radius, hitMask, QueryTriggerInteraction.Ignore);
var damaged = new HashSet<IDamageable>();
foreach (Collider hit in hits)
{
IDamageable damageable = hit.GetComponentInParent<IDamageable>();
if (damageable != null && damageable.IsAlive && damageable.Transform != context.Caster && damaged.Add(damageable))
{
damageable.TakeDamage(context.Ability.damage);
}
}
Destroy(gameObject, visualLifetime);
}
}
}
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using UnityEngine;
namespace OTG.Lab06.Effects
{
public sealed class SelfDestruct : MonoBehaviour
{
[SerializeField] private float lifetime = 1f;
private void Start()
{
Destroy(gameObject, lifetime);
}
}
}
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using System.Collections.Generic;
using OTG.Lab06.Abilities;
using UnityEngine;
namespace OTG.Lab06.UI
{
public sealed class AbilityBarUI : MonoBehaviour
{
[SerializeField] private AbilityManager abilityManager;
[SerializeField] private AbilitySlotUI slotPrefab;
[SerializeField] private Transform slotRoot;
[SerializeField] private TooltipUI tooltip;
private readonly List<AbilitySlotUI> slots = new List<AbilitySlotUI>();
private void OnEnable()
{
if (abilityManager != null)
{
abilityManager.AbilitiesChanged += RebuildOrRefresh;
}
}
private void OnDisable()
{
if (abilityManager != null)
{
abilityManager.AbilitiesChanged -= RebuildOrRefresh;
}
}
private void Start()
{
if (abilityManager != null)
{
RebuildOrRefresh(abilityManager.Abilities);
}
}
public void Bind(AbilityManager manager, AbilitySlotUI prefab, Transform root, TooltipUI tooltipUI)
{
if (abilityManager != null)
{
abilityManager.AbilitiesChanged -= RebuildOrRefresh;
}
abilityManager = manager;
slotPrefab = prefab;
slotRoot = root;
tooltip = tooltipUI;
if (isActiveAndEnabled && abilityManager != null)
{
abilityManager.AbilitiesChanged += RebuildOrRefresh;
RebuildOrRefresh(abilityManager.Abilities);
}
}
private void RebuildOrRefresh(IReadOnlyList<AbilityRuntime> abilities)
{
if (slotPrefab == null || slotRoot == null)
{
return;
}
while (slots.Count < abilities.Count)
{
AbilitySlotUI slot = Instantiate(slotPrefab, slotRoot);
slots.Add(slot);
}
for (int i = 0; i < slots.Count; i++)
{
bool active = i < abilities.Count;
slots[i].gameObject.SetActive(active);
if (active)
{
slots[i].Bind(abilities[i], i, tooltip);
}
}
}
}
}
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using OTG.Lab06.Abilities;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace OTG.Lab06.UI
{
public sealed class AbilitySlotUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Image icon;
[SerializeField] private Image cooldownOverlay;
[SerializeField] private Text hotkeyLabel;
[SerializeField] private Text nameLabel;
[SerializeField] private Text manaLabel;
[SerializeField] private Text cooldownLabel;
private AbilityRuntime runtime;
private TooltipUI tooltip;
public void Bind(AbilityRuntime abilityRuntime, int index, TooltipUI tooltipUI)
{
runtime = abilityRuntime;
tooltip = tooltipUI;
if (icon != null)
{
icon.sprite = runtime.Data.icon;
icon.color = runtime.Data.icon == null ? new Color(0.35f, 0.35f, 0.35f, 1f) : Color.white;
}
if (hotkeyLabel != null)
{
hotkeyLabel.text = (index + 1).ToString();
}
if (manaLabel != null)
{
manaLabel.text = Mathf.RoundToInt(runtime.Data.manaCost).ToString();
}
if (nameLabel != null)
{
nameLabel.text = GetShortName(runtime.Data.abilityName);
}
Refresh();
}
private static string GetShortName(string abilityName)
{
if (string.IsNullOrWhiteSpace(abilityName))
{
return string.Empty;
}
return abilityName.Length <= 9 ? abilityName : abilityName.Substring(0, 9);
}
private void Update()
{
Refresh();
}
private void Refresh()
{
if (runtime == null)
{
return;
}
if (cooldownOverlay != null)
{
cooldownOverlay.fillAmount = runtime.CooldownNormalized;
}
if (cooldownLabel != null)
{
bool show = runtime.CooldownRemaining > 0.05f;
cooldownLabel.gameObject.SetActive(show);
if (show)
{
cooldownLabel.text = runtime.CooldownRemaining.ToString("0.0");
}
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (tooltip != null && runtime != null)
{
tooltip.Show(runtime.Data, transform as RectTransform);
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (tooltip != null)
{
tooltip.Hide();
}
}
}
}
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using OTG.Lab06.Characters;
using UnityEngine;
using UnityEngine.UI;
namespace OTG.Lab06.UI
{
public sealed class ResourceBarUI : MonoBehaviour
{
[SerializeField] private PlayerStats playerStats;
[SerializeField] private Image fill;
[SerializeField] private Text valueLabel;
[SerializeField] private bool useMana;
private void OnEnable()
{
Subscribe();
Refresh();
}
private void OnDisable()
{
Unsubscribe();
}
public void Bind(PlayerStats stats, bool mana)
{
Unsubscribe();
playerStats = stats;
useMana = mana;
Subscribe();
Refresh();
}
private void Subscribe()
{
if (playerStats == null)
{
return;
}
if (useMana)
{
playerStats.ManaChanged += OnChanged;
}
else
{
playerStats.HealthChanged += OnChanged;
}
}
private void Unsubscribe()
{
if (playerStats == null)
{
return;
}
playerStats.ManaChanged -= OnChanged;
playerStats.HealthChanged -= OnChanged;
}
private void Refresh()
{
if (playerStats == null)
{
return;
}
OnChanged(useMana ? playerStats.Mana : playerStats.Health, useMana ? playerStats.MaxMana : playerStats.MaxHealth);
}
private void OnChanged(float current, float max)
{
float normalized = max <= 0f ? 0f : Mathf.Clamp01(current / max);
if (fill != null)
{
fill.type = Image.Type.Filled;
fill.fillMethod = Image.FillMethod.Horizontal;
fill.fillOrigin = (int)Image.OriginHorizontal.Left;
fill.fillAmount = normalized;
}
if (valueLabel != null)
{
valueLabel.text = $"{Mathf.RoundToInt(current)} / {Mathf.RoundToInt(max)}";
}
}
}
}
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using OTG.Lab06.Abilities;
using UnityEngine;
using UnityEngine.UI;
namespace OTG.Lab06.UI
{
public sealed class TooltipUI : MonoBehaviour
{
[SerializeField] private Text titleLabel;
[SerializeField] private Text descriptionLabel;
[SerializeField] private Text statsLabel;
private RectTransform rectTransform;
private void Awake()
{
rectTransform = transform as RectTransform;
Hide();
}
public void Show(AbilityData data, RectTransform anchor)
{
if (data == null)
{
return;
}
if (rectTransform == null)
{
rectTransform = transform as RectTransform;
}
titleLabel.text = data.abilityName;
descriptionLabel.text = data.description;
statsLabel.text = $"Damage: {Mathf.RoundToInt(data.damage)}\nMana: {Mathf.RoundToInt(data.manaCost)}\nCooldown: {data.cooldown:0.#}s";
gameObject.SetActive(true);
if (rectTransform != null && anchor != null)
{
rectTransform.position = anchor.position + new Vector3(0f, 142f, 0f);
}
}
public void Hide()
{
gameObject.SetActive(false);
}
}
}
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