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; private Vector2 worldPosition; public Vector2 WorldPosition { get { return worldPosition; } set { worldPosition = value; if (parentSub != null) { worldPosition -= parentSub.DrawPosition; } } } public Vector2 Size; private Submarine parentSub; public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine = null) : this(worldPosition, parentSubmarine, Color.Red, Color.Green) { } public HUDProgressBar(Vector2 worldPosition, Submarine parentSubmarine, Color emptyColor, Color fullColor) { this.emptyColor = emptyColor; this.fullColor = fullColor; parentSub = parentSubmarine; WorldPosition = worldPosition; Size = new Vector2(100.0f, 20.0f); FadeTimer = 1.0f; } public void Update(float deltatime) { FadeTimer -= deltatime; } public void Draw(SpriteBatch spriteBatch, Camera cam) { float a = Math.Min(FadeTimer, 1.0f); Vector2 pos = new Vector2(WorldPosition.X - Size.X / 2, WorldPosition.Y + Size.Y / 2); if (parentSub != null) { pos += parentSub.DrawPosition; } pos = cam.WorldToScreen(pos); GUI.DrawProgressBar(spriteBatch, new Vector2(pos.X, -pos.Y), Size, progress, Color.Lerp(emptyColor, fullColor, progress) * a, Color.White * a * 0.8f); } } }