Renamed project folders from Subsurface to Barotrauma
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@@ -0,0 +1,87 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace Barotrauma
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{
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class HUDProgressBar
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{
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private float progress;
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public float Progress
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{
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get { return progress; }
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set { progress = MathHelper.Clamp(value, 0.0f, 1.0f); }
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}
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public float FadeTimer;
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private Color fullColor, emptyColor;
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private Vector2 worldPosition;
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public Vector2 WorldPosition
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{
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get
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{
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return worldPosition;
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}
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set
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{
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worldPosition = value;
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if (parentSub != null)
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{
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worldPosition -= parentSub.DrawPosition;
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}
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}
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}
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public Vector2 Size;
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private Submarine parentSub;
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public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine = null)
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: this(worldPosition, parentSubmarine, Color.Red, Color.Green)
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{
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}
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public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine, Color emptyColor, Color fullColor)
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{
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this.emptyColor = emptyColor;
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this.fullColor = fullColor;
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parentSub = parentSubmarine;
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WorldPosition = worldPosition;
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Size = new Vector2(100.0f, 20.0f);
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FadeTimer = 1.0f;
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}
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public void Update(float deltatime)
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{
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FadeTimer -= deltatime;
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}
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public void Draw(SpriteBatch spriteBatch, Camera cam)
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{
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float a = Math.Min(FadeTimer, 1.0f);
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Vector2 pos = new Vector2(WorldPosition.X - Size.X / 2, WorldPosition.Y + Size.Y / 2);
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if (parentSub != null)
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{
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pos += parentSub.DrawPosition;
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}
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pos = cam.WorldToScreen(pos);
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GUI.DrawProgressBar(spriteBatch,
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new Vector2(pos.X, -pos.Y),
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Size, progress,
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Color.Lerp(emptyColor, fullColor, progress) * a,
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Color.White * a * 0.8f);
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}
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}
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}
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