Highlighted items glow in the dark, health bars are hidden when health is full, usernames and health bars are drawn at full brightness

This commit is contained in:
Regalis
2016-07-31 19:13:08 +03:00
parent 1a0451d0a8
commit 581a7d5d9f
6 changed files with 26 additions and 9 deletions

View File

@@ -181,7 +181,7 @@ namespace Barotrauma
backgroundColor = new Color(backgroundColor, 1.0f);
float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
GameMain.LightManager.AmbientLight = new Color(backgroundColor*(40.0f/avgValue), 1.0f);
GameMain.LightManager.AmbientLight = new Color(backgroundColor * (60.0f / avgValue), 1.0f);
float minWidth = Submarine.MainSub == null ? 0.0f : Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
minWidth = Math.Max(minWidth, 6500.0f);

View File

@@ -111,6 +111,7 @@ namespace Barotrauma.Lights
//where Alpha is 0, nothing will be written
spriteBatch.Begin(SpriteSortMode.Deferred, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
light.Draw(spriteBatch);
spriteBatch.End();
}
@@ -122,6 +123,7 @@ namespace Barotrauma.Lights
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
foreach (LightSource light in lights)
{
if (light.Color.A < 0.01f || light.Range < 1.0f || light.CastShadows) continue;
@@ -130,6 +132,11 @@ namespace Barotrauma.Lights
light.Draw(spriteBatch);
}
if (Character.Controlled != null && Character.Controlled.ClosestItem != null)
{
Character.Controlled.ClosestItem.Draw(spriteBatch, false, true);
Character.Controlled.ClosestItem.IsHighlighted = true;
}
spriteBatch.End();
//clear alpha, to avoid messing stuff up later