217 lines
7.8 KiB
C#
217 lines
7.8 KiB
C#
using FarseerPhysics;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Barotrauma.Items.Components
|
|
{
|
|
partial class StatusHUD : ItemComponent
|
|
{
|
|
private static readonly string[] BleedingTexts =
|
|
{
|
|
TextManager.Get("MinorBleeding"),
|
|
TextManager.Get("Bleeding"),
|
|
TextManager.Get("HeavyBleeding"),
|
|
TextManager.Get("CatastrophicBleeding")
|
|
};
|
|
|
|
private static readonly string[] HealthTexts =
|
|
{
|
|
TextManager.Get("NoInjuries"),
|
|
TextManager.Get("MinorInjuries"),
|
|
TextManager.Get("Injuries"),
|
|
TextManager.Get("MajorInjuries"),
|
|
TextManager.Get("CriticalInjuries")
|
|
};
|
|
|
|
private static readonly string[] OxygenTexts =
|
|
{
|
|
TextManager.Get("OxygenNormal"),
|
|
TextManager.Get("OxygenReduced"),
|
|
TextManager.Get("OxygenLow"),
|
|
TextManager.Get("NotBreathing")
|
|
};
|
|
|
|
[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 || !c.Enabled || c.Removed) { 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;
|
|
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
|
|
Color.Green * 0.1f, true);
|
|
|
|
Character closestCharacter = null;
|
|
float closestDist = float.PositiveInfinity;
|
|
foreach (Character c in visibleCharacters)
|
|
{
|
|
if (c == character || !c.Enabled || c.Removed) { continue; }
|
|
|
|
float dist = Vector2.DistanceSquared(GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), c.WorldPosition);
|
|
if (dist < closestDist)
|
|
{
|
|
closestCharacter = c;
|
|
closestDist = dist;
|
|
}
|
|
}
|
|
|
|
if (closestCharacter != null)
|
|
{
|
|
float dist = Vector2.Distance(GameMain.GameScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), closestCharacter.WorldPosition);
|
|
DrawCharacterInfo(spriteBatch, closestCharacter, 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>();
|
|
List<Color> textColors = new List<Color>();
|
|
|
|
if (target.Info != null)
|
|
{
|
|
texts.Add(target.Name);
|
|
textColors.Add(Color.White);
|
|
}
|
|
|
|
if (target.IsDead)
|
|
{
|
|
texts.Add(TextManager.Get("Deceased"));
|
|
textColors.Add(Color.Red);
|
|
texts.Add(
|
|
target.CauseOfDeath.Affliction?.CauseOfDeathDescription ??
|
|
TextManager.Get("CauseOfDeath") + ": " +TextManager.Get("CauseOfDeath." + target.CauseOfDeath.Type.ToString()));
|
|
textColors.Add(Color.Red);
|
|
}
|
|
else
|
|
{
|
|
if (target.IsUnconscious)
|
|
{
|
|
texts.Add(TextManager.Get("Unconscious"));
|
|
textColors.Add(Color.Orange);
|
|
}
|
|
if (target.Stun > 0.01f)
|
|
{
|
|
texts.Add(TextManager.Get("Stunned"));
|
|
textColors.Add(Color.Orange);
|
|
}
|
|
|
|
int oxygenTextIndex = MathHelper.Clamp((int)Math.Floor((1.0f - (target.Oxygen / 100.0f)) * OxygenTexts.Length), 0, OxygenTexts.Length - 1);
|
|
texts.Add(OxygenTexts[oxygenTextIndex]);
|
|
textColors.Add(Color.Lerp(Color.Red, Color.Green, target.Oxygen / 100.0f));
|
|
|
|
if (target.Bleeding > 0.0f)
|
|
{
|
|
int bleedingTextIndex = MathHelper.Clamp((int)Math.Floor(target.Bleeding / 100.0f) * BleedingTexts.Length, 0, BleedingTexts.Length - 1);
|
|
texts.Add(BleedingTexts[bleedingTextIndex]);
|
|
textColors.Add(Color.Lerp(Color.Orange, Color.Red, target.Bleeding / 100.0f));
|
|
}
|
|
|
|
var allAfflictions = target.CharacterHealth.GetAllAfflictions();
|
|
Dictionary<AfflictionPrefab, float> combinedAfflictionStrengths = new Dictionary<AfflictionPrefab, float>();
|
|
foreach (Affliction affliction in allAfflictions)
|
|
{
|
|
if (affliction.Strength < affliction.Prefab.ActivationThreshold || affliction.Strength <= 0.0f) continue;
|
|
if (combinedAfflictionStrengths.ContainsKey(affliction.Prefab))
|
|
{
|
|
combinedAfflictionStrengths[affliction.Prefab] += affliction.Strength;
|
|
}
|
|
else
|
|
{
|
|
combinedAfflictionStrengths[affliction.Prefab] = affliction.Strength;
|
|
}
|
|
}
|
|
|
|
foreach (AfflictionPrefab affliction in combinedAfflictionStrengths.Keys)
|
|
{
|
|
texts.Add(affliction.Name + ": " + ((int)combinedAfflictionStrengths[affliction]).ToString() + " %");
|
|
textColors.Add(Color.Lerp(Color.Orange, Color.Red, combinedAfflictionStrengths[affliction] / affliction.MaxStrength));
|
|
}
|
|
}
|
|
|
|
GUI.DrawString(spriteBatch, hudPos, texts[0], textColors[0] * alpha, Color.Black * 0.7f * alpha, 2);
|
|
hudPos.X += 5.0f;
|
|
hudPos.Y += 24.0f;
|
|
|
|
hudPos.X = (int)hudPos.X;
|
|
hudPos.Y = (int)hudPos.Y;
|
|
|
|
for (int i = 1; i < texts.Count; i++)
|
|
{
|
|
GUI.DrawString(spriteBatch, hudPos, texts[i], textColors[i] * alpha, Color.Black * 0.7f * alpha, 2, GUI.SmallFont);
|
|
hudPos.Y += 18.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|