Highlighted items glow in the dark, health bars are hidden when health is full, usernames and health bars are drawn at full brightness
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@@ -1281,6 +1281,9 @@
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<None Include="Content\Sounds\Music\Unseen Horrors.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Sounds\pickItem.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Sounds\stepMetal.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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@@ -1165,10 +1165,13 @@ namespace Barotrauma
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if (isDead) return;
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Vector2 healthBarPos = new Vector2(pos.X - 50, DrawPosition.Y + 100.0f);
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if (health < maxHealth * 0.98f)
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{
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Vector2 healthBarPos = new Vector2(pos.X - 50, DrawPosition.Y + 100.0f);
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GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f), health / maxHealth, Color.Lerp(Color.Red, Color.Green, health / maxHealth) * 0.8f);
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}
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GUI.DrawProgressBar(spriteBatch, healthBarPos, new Vector2(100.0f, 15.0f), health / maxHealth, Color.Lerp(Color.Red, Color.Green, health / maxHealth) * 0.8f);
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if (speechBubbleTimer > 0.0f)
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{
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GUI.SpeechBubbleIcon.Draw(spriteBatch, pos - Vector2.UnitY * 100.0f,
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@@ -21,7 +21,8 @@ namespace Barotrauma
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Message,
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RadioMessage,
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DeadMessage,
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Click
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Click,
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Inventory,
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}
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public class GUI
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@@ -90,11 +91,14 @@ namespace Barotrauma
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if (loadSounds)
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{
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sounds = new Sound[4];
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sounds = new Sound[Enum.GetValues(typeof(GUISoundType)).Length];
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sounds[(int)GUISoundType.Message] = Sound.Load("Content/Sounds/UI/UImsg.ogg", false);
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sounds[(int)GUISoundType.RadioMessage] = Sound.Load("Content/Sounds/UI/radiomsg.ogg", false);
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sounds[(int)GUISoundType.DeadMessage] = Sound.Load("Content/Sounds/UI/deadmsg.ogg", false);
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sounds[(int)GUISoundType.Click] = Sound.Load("Content/Sounds/UI/beep-shinymetal.ogg", false);
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sounds[(int)GUISoundType.Inventory] = Sound.Load("Content/Sounds/pickItem.ogg", false);
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}
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// create 1x1 texture for line drawing
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@@ -181,7 +181,7 @@ namespace Barotrauma
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backgroundColor = new Color(backgroundColor, 1.0f);
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor*(40.0f/avgValue), 1.0f);
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (60.0f / avgValue), 1.0f);
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float minWidth = Submarine.MainSub == null ? 0.0f : Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
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minWidth = Math.Max(minWidth, 6500.0f);
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@@ -111,6 +111,7 @@ namespace Barotrauma.Lights
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//where Alpha is 0, nothing will be written
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spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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light.Draw(spriteBatch);
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spriteBatch.End();
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}
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@@ -122,6 +123,7 @@ namespace Barotrauma.Lights
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GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
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foreach (LightSource light in lights)
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{
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if (light.Color.A < 0.01f || light.Range < 1.0f || light.CastShadows) continue;
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@@ -130,6 +132,11 @@ namespace Barotrauma.Lights
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light.Draw(spriteBatch);
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}
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if (Character.Controlled != null && Character.Controlled.ClosestItem != null)
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{
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Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
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Character.Controlled.ClosestItem.IsHighlighted = true;
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}
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spriteBatch.End();
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//clear alpha, to avoid messing stuff up later
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@@ -317,8 +317,6 @@ namespace Barotrauma
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null, null, null,
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cam.Transform);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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Submarine.DrawFront(spriteBatch);
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spriteBatch.End();
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@@ -330,7 +328,9 @@ namespace Barotrauma
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null, null, null,
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cam.Transform);
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if (Level.Loaded!=null) Level.Loaded.DrawFront(spriteBatch);
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if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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spriteBatch.End();
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