eye-therapy-2 / Assets / Scripts / Eye Simulation / EyeReactionSimple.cs
EyeReactionSimple.cs
Raw
using UnityEngine;
using UnityEngine.UI;

public class EyeReactionSimple : MonoBehaviour, IListener
{
    public Slider left = null;
    public Slider right = null;
    [Space]
    public Slider left2 = null;
    public Slider right2 = null;

    private EyeSimulation eyeSim;
    private float minVal = 8;
    private float maxVal = 30;

    public void OnEvent<T>(EVENT_TYPE eventType, Component Sender, T param = default)
    {
        if(eventType == EVENT_TYPE.ON_FIRE_MISSED)
        {
            if (Mathf.Abs(eyeSim.angleLH) > minVal)
            {
                left.value = right2.value = 1;
                right.value = left2.value = 1 - ((Mathf.Clamp(Mathf.Abs(eyeSim.angleLH), minVal, maxVal) - minVal) / (maxVal - minVal));
            }
            else if (Mathf.Abs(eyeSim.angleRH) > minVal)
            {
                left.value = right2.value = 1 - ((Mathf.Clamp(Mathf.Abs(eyeSim.angleRH), minVal, maxVal) - minVal) / (maxVal - minVal));
                right.value = left2.value = 1;
            }
            else
            {
                left.value = right.value = left2.value = right2.value = 1;
            }
        }
    }

    void Awake()
    {
        eyeSim = GetComponent<EyeSimulation>();
    }

    void Start()
    {
        EventManager.Instance.AddListener(EVENT_TYPE.ON_FIRE_MISSED, this);
    }
}