Health Scanner HUD shows the status of all nearby characters without having to highlight them. Fixes being unable to scan characters that aren't dead or unconscious. Non-human characters can also be scanned now.
Closes #73
This commit is contained in:
@@ -1,4 +1,5 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using FarseerPhysics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
@@ -7,6 +8,81 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class StatusHUD : ItemComponent
|
||||
{
|
||||
private static readonly string[] BleedingTexts = { "Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding" };
|
||||
|
||||
private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
|
||||
|
||||
private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
|
||||
|
||||
[Serialize(500.0f, false)]
|
||||
public float Range
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
[Serialize(50.0f, false)]
|
||||
public float FadeOutRange
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private List<Character> visibleCharacters = new List<Character>();
|
||||
|
||||
private const float UpdateInterval = 0.5f;
|
||||
private float updateTimer;
|
||||
|
||||
private Character equipper;
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
|
||||
if (equipper == null)
|
||||
{
|
||||
IsActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (updateTimer > 0.0f)
|
||||
{
|
||||
updateTimer -= deltaTime;
|
||||
return;
|
||||
}
|
||||
|
||||
visibleCharacters.Clear();
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
if (c == equipper) continue;
|
||||
|
||||
float dist = Vector2.DistanceSquared(equipper.WorldPosition, c.WorldPosition);
|
||||
if (dist < Range * Range)
|
||||
{
|
||||
Vector2 diff = c.WorldPosition - equipper.WorldPosition;
|
||||
if (Submarine.CheckVisibility(equipper.SimPosition, equipper.SimPosition + ConvertUnits.ToSimUnits(diff)) == null)
|
||||
{
|
||||
visibleCharacters.Add(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateTimer = UpdateInterval;
|
||||
}
|
||||
|
||||
public override void Equip(Character character)
|
||||
{
|
||||
updateTimer = 0.0f;
|
||||
equipper = character;
|
||||
IsActive = true;
|
||||
}
|
||||
|
||||
public override void Unequip(Character character)
|
||||
{
|
||||
equipper = null;
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
|
||||
{
|
||||
if (character == null) return;
|
||||
@@ -14,16 +90,27 @@ namespace Barotrauma.Items.Components
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
||||
Color.Green * 0.1f, true);
|
||||
|
||||
if (character.FocusedCharacter == null) return;
|
||||
foreach (Character c in visibleCharacters)
|
||||
{
|
||||
if (c == character) continue;
|
||||
|
||||
var target = character.FocusedCharacter;
|
||||
float dist = Vector2.Distance(character.WorldPosition, c.WorldPosition);
|
||||
DrawCharacterInfo(spriteBatch, c, 1.0f - MathHelper.Max((dist - (Range - FadeOutRange)) / FadeOutRange, 0.0f));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void DrawCharacterInfo(SpriteBatch spriteBatch, Character target, float alpha = 1.0f)
|
||||
{
|
||||
Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
|
||||
hudPos += Vector2.UnitX * 50.0f;
|
||||
|
||||
List<string> texts = new List<string>();
|
||||
|
||||
texts.Add(target.Name);
|
||||
if (target.Info != null)
|
||||
{
|
||||
texts.Add(target.Name);
|
||||
}
|
||||
|
||||
if (target.IsDead)
|
||||
{
|
||||
@@ -63,7 +150,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
foreach (string text in texts)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen, Color.Black * 0.7f, 2);
|
||||
GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen * alpha, Color.Black * 0.7f * alpha, 2);
|
||||
hudPos.Y += 24.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,12 +4,6 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class StatusHUD : ItemComponent
|
||||
{
|
||||
private static readonly string[] BleedingTexts = {"Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding"};
|
||||
|
||||
private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
|
||||
|
||||
private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
|
||||
|
||||
public StatusHUD(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user