Update
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104
Assets/Scripts/UI/HUDController.cs
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104
Assets/Scripts/UI/HUDController.cs
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using UnityEngine;
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using UnityEngine.UIElements;
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using OnlyScove.Scripts;
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namespace UI
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{
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public class HUDController : MonoBehaviour
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{
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[Header("UI Document")]
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public UIDocument hudDocument;
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private VisualElement _healthFill;
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private VisualElement _staminaFill;
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private Label _healthText;
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private Label _noiseLabel;
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private Label _interactionLabel;
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private VisualElement _interactionPrompt;
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private void OnEnable()
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{
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if (hudDocument == null)
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hudDocument = GetComponent<UIDocument>();
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var root = hudDocument.rootVisualElement;
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// Tìm các thành phần UI theo Name (Bạn cần đặt tên này trong UXML)
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_healthFill = root.Q<VisualElement>("health-fill");
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_staminaFill = root.Q<VisualElement>("stamina-fill");
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_healthText = root.Q<Label>("health-text");
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_noiseLabel = root.Q<Label>("noise-label");
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_interactionLabel = root.Q<Label>("interaction-text");
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_interactionPrompt = root.Q<VisualElement>("interaction-prompt");
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}
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private void Update()
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{
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// Kết nối với Local Player
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if (PlayerStateMachine.Local != null)
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{
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SubscribeToPlayer(PlayerStateMachine.Local);
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}
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}
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private PlayerStateMachine _currentPlayer;
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private void SubscribeToPlayer(PlayerStateMachine player)
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{
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if (_currentPlayer == player) return;
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// Hủy đăng ký player cũ nếu có
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if (_currentPlayer != null)
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{
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_currentPlayer.OnHealthChanged -= UpdateHealth;
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_currentPlayer.OnStaminaChanged -= UpdateStamina;
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_currentPlayer.OnNoiseLevelChanged -= UpdateNoise;
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_currentPlayer.OnInteractableTargetChanged -= UpdateInteraction;
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}
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_currentPlayer = player;
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// Đăng ký player mới
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_currentPlayer.OnHealthChanged += UpdateHealth;
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_currentPlayer.OnStaminaChanged += UpdateStamina;
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_currentPlayer.OnNoiseLevelChanged += UpdateNoise;
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_currentPlayer.OnInteractableTargetChanged += UpdateInteraction;
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// Cập nhật giá trị ban đầu
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UpdateHealth(_currentPlayer.Health);
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UpdateStamina(_currentPlayer.Stamina);
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UpdateNoise(_currentPlayer.NoiseLevel);
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}
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private void UpdateHealth(float health)
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{
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if (_healthFill != null) _healthFill.style.width = Length.Percent(health);
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if (_healthText != null) _healthText.text = $"HEALTH: {Mathf.RoundToInt(health)}/100";
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}
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private void UpdateStamina(float stamina)
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{
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if (_staminaFill != null) _staminaFill.style.width = Length.Percent(stamina);
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}
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private void UpdateNoise(float noise)
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{
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if (_noiseLabel != null) _noiseLabel.text = $"NOISE: {Mathf.RoundToInt(noise)}%";
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}
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private void UpdateInteraction(IInteractable interactable)
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{
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if (_interactionPrompt == null) return;
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if (interactable != null)
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{
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_interactionPrompt.style.display = DisplayStyle.Flex;
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if (_interactionLabel != null) _interactionLabel.text = interactable.InteractionPrompt;
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}
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else
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{
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_interactionPrompt.style.display = DisplayStyle.None;
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}
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}
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}
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}
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