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:
Joonas Rikkonen
2017-12-07 19:34:19 +02:00
parent 26216a0d99
commit 7026da2748
2 changed files with 92 additions and 11 deletions

View File

@@ -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;
}
}

View File

@@ -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)
{