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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerUIManager : MonoBehaviour
{
[SerializeField]
private InventoryUI Inventory;
[SerializeField]
private float AnimationSpeed = 0.5f;
[SerializeField]
private BlockInput characterInput;
[SerializeField]
private LogicTrayUI TrayUI;
private Vector3 ShowPosition;
private Vector3 HidePosition;
private RectTransform inventoryRect { get { return Inventory.transform as RectTransform; } }
private void Awake()
{
ShowPosition = new Vector3(0, -inventoryRect.rect.height / 2, 0);
HidePosition = new Vector3(0, inventoryRect.rect.height/2, 0);
inventoryRect.anchoredPosition = HidePosition;
TrayUI.SetBlockReader(characterInput.blockReader);
}
[ContextMenu("Show")]
public void OnClick_Show()
{
StopAllCoroutines();
Inventory.UpdateUI();
StartCoroutine( LerpPosition(inventoryRect, ShowPosition, AnimationSpeed));
}
[ContextMenu("Hide")]
public void OnClick_Hide()
{
StopAllCoroutines();
StartCoroutine( LerpPosition(inventoryRect, HidePosition, AnimationSpeed));
}
public void OnClick_Toggle()
{
if (Vector3.Distance(inventoryRect.anchoredPosition,ShowPosition) < Vector3.Distance(inventoryRect.anchoredPosition, HidePosition))
{
Debug.Log("Hiding Menu");
OnClick_Hide();
}
else
{
Debug.Log("Showing Menu");
OnClick_Show();
}
}
public void OnClick_Play() {
OnClick_Hide();
characterInput.ReadAll();
}
private IEnumerator LerpPosition(RectTransform rt, Vector3 endPosition, float time)
{
float elapsedTime = 0;
Vector3 startPos = rt.anchoredPosition;
while (elapsedTime < time)
{
rt.anchoredPosition = Vector3.Slerp(startPos, endPosition, (elapsedTime / time));
elapsedTime += Time.deltaTime;
yield return new WaitForEndOfFrame();
}
rt.anchoredPosition = endPosition;
}
}