Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/HUDProgressBar.cs
2016-09-26 16:26:52 +03:00

88 lines
2.2 KiB
C#

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);
}
}
}