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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@@ -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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