using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using Sirenix.OdinInspector;
///
/// 控制Boss血条UI
///
public class BossHPBar : MonoBehaviour
{
private float HPLeft = -1f;
public Enemy boss;
private Image empty;
private Text bossName;
private Image self;
void Start(){
self = GetComponent();
empty = transform.Find("血条(底").GetComponent();
bossName = transform.Find("Boos名").GetComponent();
if(boss.gameObject.name == "地藏") bossName.text = "地藏王菩萨";
if(boss.gameObject.name == "木马") bossName.text = "特洛伊木马";
if(boss.gameObject.name == "以撒雕像") bossName.text = "以撒";
}
void Update(){
//
//Debug.Log(boss.HPLeft + ", " + boss.HP);
//
//每帧检查,当UI剩余血量和玩家真实剩余血量不一致,触发重刷新UI功能
if(HPLeft != boss.HPLeft) RefrashUI(boss.HPLeft/boss.HP);
HPLeft = boss.HPLeft;
}
///
/// boss进入攻击状态的时候调用,开始显示boss血条
///
public void OnShowUI(){
self.DOFade(1,1f);
empty.DOFade(1,1f);
bossName.DOFade(1,1f);
}
private void RefrashUI(float HPPrograss){
self.DOFillAmount(HPPrograss,2f);
}
}