Progress bars that show the health of wall sections when welding/cutting

This commit is contained in:
Regalis
2016-09-20 18:40:30 +03:00
parent f8368f464a
commit 5918e845ac
7 changed files with 140 additions and 41 deletions
+1
View File
@@ -93,6 +93,7 @@
<Compile Include="Source\Characters\CharacterInfo.cs" />
<Compile Include="Source\Characters\AI\ISteerable.cs" />
<Compile Include="Source\Characters\DelayedEffect.cs" />
<Compile Include="Source\Characters\HUDProgressBar.cs" />
<Compile Include="Source\Characters\HuskInfection.cs" />
<Compile Include="Source\Characters\Jobs\Job.cs" />
<Compile Include="Source\Characters\Jobs\JobPrefab.cs" />
+46 -5
View File
@@ -93,6 +93,8 @@ namespace Barotrauma
protected Item closestItem;
private Character closestCharacter, selectedCharacter;
private Dictionary<object, HUDProgressBar> hudProgressBars;
protected bool isDead;
private CauseOfDeath lastAttackCauseOfDeath;
private CauseOfDeath causeOfDeath;
@@ -498,6 +500,8 @@ namespace Barotrauma
selectedItems = new Item[2];
hudProgressBars = new Dictionary<object, HUDProgressBar>();
IsNetworkPlayer = isNetworkPlayer;
oxygen = 100.0f;
@@ -516,8 +520,6 @@ namespace Barotrauma
XDocument doc = ToolBox.TryLoadXml(file);
if (doc == null || doc.Root == null) return;
SpeciesName = ToolBox.GetAttributeString(doc.Root, "name", "Unknown");
@@ -1184,6 +1186,16 @@ namespace Barotrauma
{
Lights.LightManager.ViewTarget = this;
CharacterHUD.Update(deltaTime, this);
foreach (HUDProgressBar progressBar in hudProgressBars.Values)
{
progressBar.Update(deltaTime);
}
foreach (var pb in hudProgressBars.Where(pb => pb.Value.FadeTimer<=0.0f).ToList())
{
hudProgressBars.Remove(pb.Key);
}
}
if (IsUnconscious)
@@ -1292,8 +1304,6 @@ namespace Barotrauma
{
if (!Enabled) return;
Vector2 pos = DrawPosition;
pos.Y = -pos.Y;
if (GameMain.DebugDraw)
{
@@ -1302,7 +1312,18 @@ namespace Barotrauma
if (aiTarget != null) aiTarget.Draw(spriteBatch);
}
if (this == controlled) return;
if (this == controlled)
{
foreach (HUDProgressBar progressBar in hudProgressBars.Values)
{
progressBar.Draw(spriteBatch);
}
return;
}
Vector2 pos = DrawPosition;
pos.Y = -pos.Y;
if (info != null)
{
@@ -1333,6 +1354,26 @@ namespace Barotrauma
}
}
/// <summary>
/// Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object)
/// The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time
/// </summary>
public HUDProgressBar UpdateHUDProgressBar(object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor)
{
HUDProgressBar progressBar = null;
if (!hudProgressBars.TryGetValue(linkedObject, out progressBar))
{
progressBar = new HUDProgressBar(worldPosition, emptyColor, fullColor);
hudProgressBars.Add(linkedObject, progressBar);
}
progressBar.WorldPosition = worldPosition;
progressBar.FadeTimer = Math.Max(progressBar.FadeTimer, 1.0f);
progressBar.Progress = progress;
return progressBar;
}
public void PlaySound(AIController.AiState state)
{
if (sounds == null || !sounds.Any()) return;
@@ -0,0 +1,60 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Barotrauma
{
class HUDProgressBar
{
private float progress;
public float Progress
{
get { return progress; }
set { progress = MathHelper.Clamp(value, 0.0f, 1.0f); }
}
public float FadeTimer;
private Color fullColor, emptyColor;
public Vector2 WorldPosition;
public Vector2 Size;
public HUDProgressBar(Vector2 worldPosition)
: this(worldPosition, Color.Red, Color.Green)
{
}
public HUDProgressBar(Vector2 worldPosition, Color emptyColor, Color fullColor)
{
this.emptyColor = emptyColor;
this.fullColor = fullColor;
WorldPosition = worldPosition;
Size = new Vector2(100.0f, 20.0f);
FadeTimer = 1.0f;
}
public void Update(float deltatime)
{
FadeTimer -= deltatime;
}
public void Draw(SpriteBatch spriteBatch)
{
float a = Math.Min(FadeTimer,1.0f);
GUI.DrawProgressBar(spriteBatch,
new Vector2(WorldPosition.X - Size.X/2, (WorldPosition.Y + Size.Y/2)),
Size, progress,
Color.Lerp(emptyColor, fullColor, progress) * a,
Color.White * a * 0.8f);
}
}
}
+6 -3
View File
@@ -273,12 +273,15 @@ namespace Barotrauma
public static void DrawProgressBar(SpriteBatch sb, Vector2 start, Vector2 size, float progress, Color clr, float depth = 0.0f)
{
//outlinecolor = "0.5, 0.57, 0.6, 1.0" >
DrawProgressBar(sb, start, size, progress, clr, new Color(0.5f, 0.57f, 0.6f, 1.0f), depth);
}
DrawRectangle(sb, new Vector2(start.X, -start.Y), size, new Color(0.5f, 0.57f, 0.6f, 1.0f), false, depth);
public static void DrawProgressBar(SpriteBatch sb, Vector2 start, Vector2 size, float progress, Color clr, Color outlineColor, float depth = 0.0f)
{
DrawRectangle(sb, new Vector2(start.X, -start.Y), size, outlineColor, false, depth);
int padding = 2;
DrawRectangle(sb, new Rectangle((int)start.X + padding, -(int)(start.Y - padding), (int)((size.X - padding * 2)*progress), (int)size.Y - padding * 2),
DrawRectangle(sb, new Rectangle((int)start.X + padding, -(int)(start.Y - padding), (int)((size.X - padding * 2) * progress), (int)size.Y - padding * 2),
clr, true, depth);
}
@@ -7,7 +7,7 @@ using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class Pickable : ItemComponent, IDrawableComponent
class Pickable : ItemComponent
{
protected Character picker;
@@ -125,6 +125,13 @@ namespace Barotrauma.Items.Components
yield return CoroutineStatus.Success;
}
picker.UpdateHUDProgressBar(
this,
item.WorldPosition,
pickTimer / requiredTime,
Color.Red, Color.Green);
picker.AnimController.Anim = AnimController.Animation.UsingConstruction;
picker.AnimController.TargetMovement = Vector2.Zero;
@@ -175,23 +182,7 @@ namespace Barotrauma.Items.Components
}
}
}
public void Draw(SpriteBatch spriteBatch, bool editing = false)
{
if (pickTimer <= 0.0f)
{
Drawable = false;
return;
}
float progressBarWidth = 100.0f;
GUI.DrawProgressBar(spriteBatch, item.DrawPosition + new Vector2(-progressBarWidth/2.0f, 50.0f), new Vector2(progressBarWidth, 15.0f),
pickTimer / PickingTime,
Color.Lerp(Color.Red, Color.Green, pickTimer / PickingTime));
}
public override void Drop(Character dropper)
{
if (picker == null)
@@ -182,7 +182,13 @@ namespace Barotrauma.Items.Components
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return;
targetStructure.HighLightSection(sectionIndex);
var progressBar = user.UpdateHUDProgressBar(
targetStructure,
targetStructure.SectionPosition(sectionIndex) + targetStructure.Submarine.DrawPosition,
1.0f - targetStructure.SectionDamage(sectionIndex) / targetStructure.Health,
Color.Red, Color.Green);
progressBar.Size = new Vector2(60.0f, 20.0f);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess);
@@ -195,7 +201,7 @@ namespace Barotrauma.Items.Components
(sectionIndex == targetStructure.SectionCount - 2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
{
targetStructure.HighLightSection(sectionIndex + i);
//targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
@@ -213,7 +219,7 @@ namespace Barotrauma.Items.Components
ApplyStatusEffects(ActionType.OnUse, targetItem.AllPropertyObjects, deltaTime);
}
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
Gap leak = objective.OperateTarget as Gap;
@@ -222,7 +228,7 @@ namespace Barotrauma.Items.Components
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
//too far away -> consider this done and hope the AI is smart enough to move closer
if (dist > range*5.0f) return true;
if (dist > range * 5.0f) return true;
//steer closer if almost in range
if (dist > range)
@@ -240,8 +246,6 @@ namespace Barotrauma.Items.Components
//close enough -> stop moving
character.AIController.SteeringManager.Reset();
}
character.CursorPosition = leak.Position;
character.SetInput(InputType.Aim, false, true);
+9 -10
View File
@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Xml.Linq;
using FarseerPhysics;
@@ -21,11 +20,10 @@ namespace Barotrauma
public float damage;
public Gap gap;
public int GapIndex;
public int GapID;
public float lastSentDamage;
public bool isHighLighted;
public ConvexHull hull;
public WallSection(Rectangle rect)
@@ -454,8 +452,6 @@ namespace Barotrauma
Point offset = new Point(Math.Abs(rect.Location.X - s.rect.Location.X), Math.Abs(rect.Location.Y - s.rect.Location.Y));
prefab.sprite.DrawTiled(spriteBatch, new Vector2(s.rect.X + drawOffset.X, -(s.rect.Y + drawOffset.Y)), new Vector2(s.rect.Width, s.rect.Height), Vector2.Zero, color, offset);
s.isHighLighted = false;
}
}
}
@@ -503,9 +499,12 @@ namespace Barotrauma
return true;
}
public void HighLightSection(int sectionIndex)
public WallSection GetSection(int sectionIndex)
{
sections[sectionIndex].isHighLighted = true;
if (sectionIndex < 0 || sectionIndex >= sections.Length) return null;
return sections[sectionIndex];
}
public bool SectionBodyDisabled(int sectionIndex)
@@ -798,7 +797,7 @@ namespace Barotrauma
s.sections[index].damage =
ToolBox.GetAttributeFloat(subElement, "damage", 0.0f);
s.sections[index].GapIndex = ToolBox.GetAttributeInt(subElement, "gap", -1);
s.sections[index].GapID = ToolBox.GetAttributeInt(subElement, "gap", -1);
break;
}
@@ -809,9 +808,9 @@ namespace Barotrauma
{
foreach (WallSection s in sections)
{
if (s.GapIndex == -1) continue;
if (s.GapID == -1) continue;
s.gap = FindEntityByID((ushort)s.GapIndex) as Gap;
s.gap = FindEntityByID((ushort)s.GapID) as Gap;
if (s.gap != null) s.gap.ConnectedWall = this;
}
}