(7ee8dbc11) v0.9.8.0
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@@ -524,23 +524,9 @@ namespace Barotrauma
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};
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}
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private float GetEasing(TransitionMode easing, float t)
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{
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return easing switch
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{
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TransitionMode.Smooth => MathUtils.SmoothStep(t),
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TransitionMode.Smoother => MathUtils.SmootherStep(t),
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TransitionMode.EaseIn => MathUtils.EaseIn(t),
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TransitionMode.EaseOut => MathUtils.EaseOut(t),
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TransitionMode.Exponential => t * t,
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TransitionMode.Linear => t,
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_ => t,
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};
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}
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protected Color GetBlendedColor(Color targetColor, ref Color blendedColor)
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{
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blendedColor = ColorCrossFadeTime > 0 ? Color.Lerp(blendedColor, targetColor, MathUtils.InverseLerp(ColorCrossFadeTime, 0, GetEasing(ColorTransition, colorFadeTimer))) : targetColor;
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blendedColor = ColorCrossFadeTime > 0 ? Color.Lerp(blendedColor, targetColor, MathUtils.InverseLerp(ColorCrossFadeTime, 0, ToolBox.GetEasing(ColorTransition, colorFadeTimer))) : targetColor;
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return blendedColor;
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}
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@@ -598,7 +584,7 @@ namespace Barotrauma
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foreach (UISprite uiSprite in previousSprites)
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{
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float alphaMultiplier = SpriteCrossFadeTime > 0 && (uiSprite.CrossFadeOut || currentSprites != null && currentSprites.Any(s => s.CrossFadeIn))
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? MathUtils.InverseLerp(0, SpriteCrossFadeTime, GetEasing(uiSprite.TransitionMode, spriteFadeTimer)) : 0;
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? MathUtils.InverseLerp(0, SpriteCrossFadeTime, ToolBox.GetEasing(uiSprite.TransitionMode, spriteFadeTimer)) : 0;
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if (alphaMultiplier > 0)
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{
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uiSprite.Draw(spriteBatch, rect, previousColor * alphaMultiplier, SpriteEffects);
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@@ -612,7 +598,7 @@ namespace Barotrauma
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foreach (UISprite uiSprite in currentSprites)
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{
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float alphaMultiplier = SpriteCrossFadeTime > 0 && (uiSprite.CrossFadeIn || previousSprites != null && previousSprites.Any(s => s.CrossFadeOut))
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? MathUtils.InverseLerp(SpriteCrossFadeTime, 0, GetEasing(uiSprite.TransitionMode, spriteFadeTimer)) : (_currentColor.A / 255.0f);
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? MathUtils.InverseLerp(SpriteCrossFadeTime, 0, ToolBox.GetEasing(uiSprite.TransitionMode, spriteFadeTimer)) : (_currentColor.A / 255.0f);
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if (alphaMultiplier > 0)
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{
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uiSprite.Draw(spriteBatch, rect, _currentColor * alphaMultiplier, SpriteEffects);
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