Railgun HUD (shows supercapacitor charge & how many shells there are left)

This commit is contained in:
Joonas Rikkonen
2017-11-27 19:34:57 +02:00
parent f4f58622e1
commit 51fe7df481
10 changed files with 189 additions and 32 deletions

View File

@@ -70,6 +70,7 @@
<Compile Include="Source\Characters\AI\HumanAIController.cs" />
<Compile Include="Source\Characters\Animation\Ragdoll.cs" />
<Compile Include="Source\Characters\Attack.cs" />
<Compile Include="Source\Items\Components\Machines\Controller.cs" />
<Compile Include="Source\Map\Levels\BackgroundSprite\BackgroundCreature.cs" />
<Compile Include="Source\Map\Levels\BackgroundSprite\BackgroundCreatureManager.cs" />
<Compile Include="Source\Map\Levels\BackgroundSprite\BackgroundCreaturePrefab.cs" />

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@@ -0,0 +1,19 @@
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma.Items.Components
{
partial class Controller : ItemComponent
{
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
var focusTarget = GetFocusTarget();
if (character.ViewTarget == focusTarget)
{
foreach (ItemComponent ic in focusTarget.components)
{
ic.DrawHUD(spriteBatch, character);
}
}
}
}
}

View File

@@ -3,11 +3,40 @@ using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Turret : Powered, IDrawableComponent, IServerSerializable
{
private Sprite crosshairSprite, disabledCrossHairSprite;
private GUIProgressBar powerIndicator;
[Editable, Serialize("0.0,0.0,0.0,0.0", true)]
public Color HudTint
{
get;
private set;
}
[Serialize(false, false)]
public bool ShowChargeIndicator
{
get;
private set;
}
[Serialize(false, false)]
public bool ShowProjectileIndicator
{
get;
private set;
}
public void Draw(SpriteBatch spriteBatch, bool editing = false)
{
Vector2 drawPos = new Vector2(item.Rect.X, item.Rect.Y);
@@ -41,6 +70,61 @@ namespace Barotrauma.Items.Components
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
{
if (HudTint.A > 0)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
new Color(HudTint.R, HudTint.G, HudTint.B) * (HudTint.A/255.0f), true);
}
float batteryCharge;
float batteryCapacity;
GetAvailablePower(out batteryCharge, out batteryCapacity);
List<Projectile> projectiles = GetLoadedProjectiles(false, true);
float chargeRate = powerConsumption <= 0.0f ? 1.0f : batteryCharge / batteryCapacity;
bool charged = batteryCharge * 3600.0f > powerConsumption;
bool readyToFire = reload <= 0.0f && charged && projectiles.Any(p => p != null);
if (ShowChargeIndicator && PowerConsumption > 0.0f)
{
powerIndicator.BarSize = chargeRate;
powerIndicator.Color = charged ? Color.Green : Color.Red;
powerIndicator.Draw(spriteBatch);
int requiredChargeIndicatorPos = (int)((powerConsumption / (batteryCapacity * 3600.0f)) * powerIndicator.Rect.Width);
GUI.DrawRectangle(spriteBatch,
new Rectangle(powerIndicator.Rect.X + requiredChargeIndicatorPos, powerIndicator.Rect.Y, 3, powerIndicator.Rect.Height),
Color.White * 0.5f, true);
}
if (ShowProjectileIndicator)
{
Point slotSize = new Point(60, 30);
int spacing = 5;
int slotsPerRow = Math.Min(projectiles.Count, 6);
int totalWidth = slotSize.X * slotsPerRow + spacing * (slotsPerRow - 1);
Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, 60);
for (int i = 0; i < projectiles.Count; i++)
{
Inventory.DrawSlot(spriteBatch,
new InventorySlot(new Rectangle(invSlotPos + new Point((i % slotsPerRow) * (slotSize.X + spacing), (int)Math.Floor(i / (float)slotsPerRow) * (slotSize.Y + spacing)), slotSize)),
projectiles[i] == null ? null : projectiles[i].Item, true);
}
}
if (readyToFire)
{
if (crosshairSprite != null) crosshairSprite.Draw(spriteBatch, PlayerInput.MousePosition);
}
else
{
if (disabledCrossHairSprite != null) disabledCrossHairSprite.Draw(spriteBatch, PlayerInput.MousePosition);
}
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
UInt16 projectileID = msg.ReadUInt16();

View File

@@ -362,7 +362,7 @@ namespace Barotrauma
}
}
protected void DrawSlot(SpriteBatch spriteBatch, InventorySlot slot, Item item, bool drawItem = true)
public static void DrawSlot(SpriteBatch spriteBatch, InventorySlot slot, Item item, bool drawItem = true)
{
Rectangle rect = slot.Rect;

View File

@@ -460,9 +460,15 @@
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Tools\tools.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\crosshair.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\depthcharge.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\disabledCrosshair.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="$(MSBuildThisFileDirectory)Content\Items\Weapons\explosives.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>

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@@ -7,15 +7,20 @@
linkable="true"
>
<Sprite texture ="railgunbase.png" depth = "0.01"/>
<Sprite texture="railgunbase.png" depth = "0.01"/>
<Turret barrelsprite="railgunbarrel.png" canbeselected = "true" linkable="true" origin="0.5, 0.85" barrelpos="128, 128"
rotationlimits="180,360"
powerconsumption="20000.0">
powerconsumption="20000.0"
showchargeindicator="true"
showprojectileindicator="true"
hudtint="0.4,0.6,0.7,0.05">
<StatusEffect type="OnUse" target="This">
<sound file="Content/Items/Weapons/railgun.ogg" range="5000"/>
<Explosion range="1000.0" structuredamage="0" force="0.01" camerashake="10.0"/>
</StatusEffect>
<Crosshair texture="crosshair.png"/>
<DisabledCrosshair texture="disabledCrosshair.png"/>
</Turret>
<ConnectionPanel selectkey="Action" canbeselected = "true" msg="Rewire [Screwdriver]">

View File

@@ -18,7 +18,7 @@ namespace Barotrauma.Items.Components
}
}
class Controller : ItemComponent
partial class Controller : ItemComponent
{
//where the limbs of the user should be positioned when using the controller
private List<LimbPos> limbPositions;
@@ -167,26 +167,9 @@ namespace Barotrauma.Items.Components
character = null;
return;
}
if (character == null) return;
Entity focusTarget = null;
if (character == null) return;
foreach (Connection c in item.Connections)
{
if (c.Name != "position_out") continue;
foreach (Connection c2 in c.Recipients)
{
if (c2 == null || c2.Item == null || !c2.Item.Prefab.FocusOnSelected) continue;
focusTarget = c2.Item;
break;
}
}
Entity focusTarget = GetFocusTarget();
if (focusTarget == null)
{
item.SendSignal(0, XMLExtensions.Vector2ToString(character.CursorWorldPosition), "position_out", character);
@@ -210,6 +193,22 @@ namespace Barotrauma.Items.Components
}
}
private Item GetFocusTarget()
{
foreach (Connection c in item.Connections)
{
if (c.Name != "position_out") continue;
foreach (Connection c2 in c.Recipients)
{
if (c2 == null || c2.Item == null || !c2.Item.Prefab.FocusOnSelected) continue;
return c2.Item;
}
}
return null;
}
public override bool Pick(Character picker)
{
item.SendSignal(0, "1", "signal_out", picker);

View File

@@ -87,6 +87,25 @@ namespace Barotrauma.Items.Components
barrelSpritePath,
element.GetAttributeVector2("origin", Vector2.Zero));
}
#if CLIENT
foreach (XElement subElement in element.Elements())
{
string texturePath = subElement.GetAttributeString("texture", "");
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "crosshair":
crosshairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
case "disabledcrosshair":
disabledCrossHairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
break;
}
}
int barWidth = 200;
powerIndicator = new GUIProgressBar(new Rectangle(GameMain.GraphicsWidth / 2 - barWidth / 2, 20, barWidth, 30 ), Color.White, 0.0f);
#endif
}
public override void Update(float deltaTime, Camera cam)
@@ -296,6 +315,19 @@ namespace Barotrauma.Items.Components
return availablePower;
}
private void GetAvailablePower(out float availableCharge, out float availableCapacity)
{
var batteries = item.GetConnectedComponents<PowerContainer>();
availableCharge = 0.0f;
availableCapacity = 0.0f;
foreach (PowerContainer battery in batteries)
{
availableCharge += battery.Charge;
availableCapacity += battery.Capacity;
}
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
@@ -303,7 +335,7 @@ namespace Barotrauma.Items.Components
if (barrelSprite != null) barrelSprite.Remove();
}
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
private List<Projectile> GetLoadedProjectiles(bool returnFirst = false, bool returnNull = false)
{
List<Projectile> projectiles = new List<Projectile>();
@@ -312,16 +344,27 @@ namespace Barotrauma.Items.Components
var projectileContainer = e as Item;
if (projectileContainer == null) continue;
var containedItems = projectileContainer.ContainedItems;
if (containedItems == null) continue;
for (int i = 0; i < containedItems.Length; i++)
if (returnNull)
{
var projectileComponent = containedItems[i].GetComponent<Projectile>();
if (projectileComponent != null)
var itemContainer = projectileContainer.GetComponent<ItemContainer>();
for (int i = 0; i < itemContainer.Inventory.Items.Length; i++)
{
projectiles.Add(projectileComponent);
if (returnFirst) return projectiles;
projectiles.Add(itemContainer.Inventory.Items[i]?.GetComponent<Projectile>());
}
}
else
{
var containedItems = projectileContainer.ContainedItems;
if (containedItems == null) continue;
for (int i = 0; i < containedItems.Length; i++)
{
var projectileComponent = containedItems[i].GetComponent<Projectile>();
if (projectileComponent != null)
{
projectiles.Add(projectileComponent);
if (returnFirst) return projectiles;
}
}
}
}