58c92888b7
commit 2f107db0475bf4b9a8b6f405b9ce8ec489cbc0ba Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 16:30:24 2019 +0200 Another nullref fix to the OpenHealthWindow property setter. Closes #1090 commit 1d15d18d2501bedaa1b42ac8e0e7e09e2600960e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 16:19:05 2019 +0200 Fixed crashing when an incompatible content package is selected in config.xml or if the content package cannot be found. Happened because the game attempted to use TextManager.Get before text files had been loaded. Partially fixes #1093 commit 9ec1980fe90bcae65333c188b265ba16a6db6c05 Author: ezjamsen <ezjames.fi@gmail.com> Date: Thu Feb 7 16:16:53 2019 +0200 added correct effects for alien blood commit b6d2c56910b5d58477703abc6785ef80719a89a6 Author: ezjamsen <ezjames.fi@gmail.com> Date: Thu Feb 7 15:41:25 2019 +0200 adjustments to fent, glue and antibiotics commit 8df16acdaac0a521fe09fb62c6815a46a87f6f25 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 15:30:51 2019 +0200 More descriptive ping exception error messages (only shown in debug builds now), some extra checks to prevent using the workshop without steam (although the checks that actually matter are implemented at Steam's side now) commit 959c503c140196287ab60ec2357feb8bd5c85b18 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 14:00:48 2019 +0200 Don't allow severing the joint between a moloch's shell and the "bladder" commit 0c0b033016c2e82b8cf1b5a4e3f6faa9cde39f40 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 13:51:58 2019 +0200 Fixed incorrect item panel positioning in the crew command interface when the sub is docked to something. Closes #1082 commit 68366a4bf3c73b70288f043199d3ab9b2f5f4d06 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 13:23:38 2019 +0200 Fixed outdated damage modifiers in security and clown gear (used damage types instead of afflictions), not defining any affliction types for a damage modifier makes it affect all types of damage. Closes #1088 commit 5d3ab5084b8bc5357bc4a53993ad8dfcc44d0412 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 13:04:55 2019 +0200 Fixed client-side nullref exception if the round ends while the health window is open. Closes #1090 commit 8249d789a60dfe4bcdd1705d26d6ca36ed407058 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 12:48:34 2019 +0200 The dedicated server doesn't initialize a Steam client (not required to use any of the Steam server functionality). Fixes players being unable to log in as a client when they're hosting a dedicated server on another machine. TODO: SteamCMD support commit 55fb0bb1ba4bb8385dabbf6e40d4651bf86294a9 Author: ezjamsen <ezjames.fi@gmail.com> Date: Thu Feb 7 12:31:46 2019 +0200 Added linked hulls commit 937d50dca50d8c889a7c11b55765c208d2d16b67 Merge: 8109ae1a3 57731761f Author: EdusFF <pitkanen.eetu@gmail.com> Date: Thu Feb 7 12:16:43 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 8109ae1a3377910ff9bf066ccac582d879dfb0a4 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Thu Feb 7 12:16:37 2019 +0200 Fixed: AI not reloading coilgun if an empty box of ammunition is inserted. commit 57731761f64bb33a4f4e7baa38367cfb7cf1f873 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Feb 7 12:10:59 2019 +0200 Refactor character head customization logic and store the data in a dedicated class. In the net lobby, generate new head when the user presses the right arrow button. Pressing the left arrow will restore the previous head. When the user presses the right arrow after the left arrow, the first head is restored again. So it's effectively (and technically) undo/redo logic. commit 37577931e2706ce432cee2d48cd55990bc2bab4a Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Feb 7 12:04:49 2019 +0200 Add properties for getting the count of the undo and redo stacks. commit f226beb05a55749ac961e3a33ac594fdf903fc3b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 21:15:56 2019 +0200 Fixes to hull linking & displaying them as one hull on the minimap: - Links between hulls are now saved. - Simplified grouping logic (just store a list of linked hulls in hulldata). - Fixed water/oxygen calculations (use the average of the values instead of their sum). TODO: DRY (there's now duplicate linking logic in Item and Hull), merge the hull sprites on the minimap, maybe automatize the linking? commit 5dfea1fbb24c5bd91605caf65baaac9aca9cfbbf Merge: 2ad9b5de4 d06a1557f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 20:18:31 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit d06a1557ffb85cd32bbb884fadef60b6d9dd27cf Author: Alex <olimpickusa6@gmail.com> Date: Wed Feb 6 18:26:40 2019 +0200 Test for connecting hulls task
1379 lines
64 KiB
C#
1379 lines
64 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Lidgren.Network;
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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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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class CharacterHealth
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{
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private static bool toggledThisFrame;
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private static Sprite damageOverlay;
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private static string[] strengthTexts;
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private GUIButton cprButton;
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private Point screenResolution;
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private float uiScale, inventoryScale;
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private Alignment alignment = Alignment.Left;
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public Alignment Alignment
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{
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get { return alignment; }
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set
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{
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if (alignment == value) return;
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alignment = value;
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UpdateAlignment();
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}
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}
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private GUIButton suicideButton;
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// healthbars
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private GUIProgressBar healthBar;
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private GUIProgressBar healthBarShadow;
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private GUIProgressBar healthWindowHealthBar;
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private GUIProgressBar healthWindowHealthBarShadow;
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private float healthShadowSize;
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private float healthShadowDelay;
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private float healthBarPulsateTimer;
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private float healthBarPulsatePhase;
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private GUITextBlock characterName;
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private GUIFrame afflictionInfoFrame;
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private GUIListBox afflictionInfoContainer;
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private GUIListBox recommendedTreatmentContainer;
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private float bloodParticleTimer;
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private GUIFrame healthWindow;
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private GUIComponent deadIndicator;
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private GUIComponent lowSkillIndicator;
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private SpriteSheet limbIndicatorOverlay;
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private float limbIndicatorOverlayAnimState;
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private GUIFrame dropItemArea;
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private float dropItemAnimDuration = 0.5f;
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private float dropItemAnimTimer;
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private Item droppedItem;
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private GUIComponent draggingMed;
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private int highlightedLimbIndex = -1;
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private int selectedLimbIndex = -1;
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private float distortTimer;
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// 0-1
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private float damageIntensity;
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private float damageIntensityDropdownRate = 0.1f;
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public float DamageOverlayTimer { get; private set; }
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private static CharacterHealth openHealthWindow;
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public static CharacterHealth OpenHealthWindow
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{
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get
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{
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return openHealthWindow;
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}
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set
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{
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if (openHealthWindow == value) return;
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if (value != null && !value.UseHealthWindow) return;
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openHealthWindow = value;
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toggledThisFrame = true;
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if (Character.Controlled == null) { return; }
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if (value == null &&
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Character.Controlled?.SelectedCharacter?.CharacterHealth != null &&
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Character.Controlled.SelectedCharacter.CharacterHealth == openHealthWindow &&
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!Character.Controlled.SelectedCharacter.CanInventoryBeAccessed)
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{
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Character.Controlled.DeselectCharacter();
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}
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Character.Controlled.ResetInteract = true;
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if (openHealthWindow != null)
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{
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openHealthWindow.characterName.Text = value.Character.Name;
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Character.Controlled.SelectedConstruction = null;
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}
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}
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}
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static CharacterHealth()
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{
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damageOverlay = new Sprite("Content/UI/damageOverlay.png", Vector2.Zero);
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}
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partial void InitProjSpecific(XElement element, Character character)
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{
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if (strengthTexts == null)
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{
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strengthTexts = new string[]
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{
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TextManager.Get("AfflictionStrengthLow"),
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TextManager.Get("AfflictionStrengthMedium"),
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TextManager.Get("AfflictionStrengthHigh")
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};
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}
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character.OnAttacked += OnAttacked;
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bool horizontal = HUDLayoutSettings.HealthBarAreaLeft.Width > HUDLayoutSettings.HealthBarAreaLeft.Height;
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healthBar = new GUIProgressBar(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.HealthBarAreaLeft, GUI.Canvas),
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barSize: 1.0f, color: Color.Green, style: horizontal ? "GUIProgressBar" : "GUIProgressBarVertical")
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{
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IsHorizontal = horizontal
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};
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healthBarShadow = new GUIProgressBar(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.HealthBarAreaLeft, GUI.Canvas),
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barSize: 1.0f, color: Color.Green, style: horizontal ? "GUIProgressBar" : "GUIProgressBarVertical")
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{
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IsHorizontal = horizontal
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};
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healthShadowSize = 1.0f;
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afflictionInfoFrame = new GUIFrame(new RectTransform(new Point(HUDLayoutSettings.HealthWindowAreaLeft.Width / 2, 200), GUI.Canvas));
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var paddedInfoFrame = new GUIFrame(new RectTransform(new Vector2(0.95f, 0.9f), afflictionInfoFrame.RectTransform, Anchor.Center), style: null);
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new GUITextBlock(new RectTransform(new Vector2(0.8f, 0.08f), paddedInfoFrame.RectTransform), "", font: GUI.LargeFont)
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{
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UserData = "selectedlimbname"
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};
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afflictionInfoContainer = new GUIListBox(new RectTransform(new Vector2(0.7f, 0.85f), paddedInfoFrame.RectTransform, Anchor.BottomLeft));
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.08f), paddedInfoFrame.RectTransform), TextManager.Get("SuitableTreatments"), textAlignment: Alignment.TopRight);
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lowSkillIndicator = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.07f), paddedInfoFrame.RectTransform, Anchor.TopRight) { RelativeOffset = new Vector2(0.0f, 0.08f) },
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TextManager.Get("LowMedicalSkillWarning"), Color.Orange, textAlignment: Alignment.Center, font: GUI.SmallFont, wrap: true)
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{
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Visible = false
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};
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recommendedTreatmentContainer = new GUIListBox(new RectTransform(new Vector2(0.28f, 0.5f), paddedInfoFrame.RectTransform, Anchor.TopRight) { RelativeOffset = new Vector2(0.0f, 0.15f) })
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{
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Spacing = 10
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};
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dropItemArea = new GUIFrame(new RectTransform(new Vector2(0.28f, 0.3f), paddedInfoFrame.RectTransform, Anchor.BottomRight)
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{ RelativeOffset = new Vector2(0.0f, 0.0f) }, style: null)
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{
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ToolTip = TextManager.Get("HealthItemUseTip")
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};
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dropItemArea.RectTransform.NonScaledSize = new Point(dropItemArea.Rect.Width);
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string[] healthCircleStyles = new string[] { "HealthCircleInner", "HealthCircleMid", "HealthCircleOuter" };
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foreach (string healthCircleStyle in healthCircleStyles)
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{
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for (int i = 1; i < 4; i++)
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{
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var style = GUI.Style.GetComponentStyle(healthCircleStyle + i);
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if (style != null)
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{
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new GUIImage(new RectTransform(Vector2.One, dropItemArea.RectTransform), healthCircleStyle + i)
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{
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CanBeFocused = false
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};
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}
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}
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}
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new GUIImage(new RectTransform(Vector2.One * 0.2f, dropItemArea.RectTransform, Anchor.Center), "HealthCross")
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{
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CanBeFocused = false
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};
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healthWindow = new GUIFrame(new RectTransform(new Point(100, 200), GUI.Canvas));
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var paddedHealthWindow = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.9f), healthWindow.RectTransform, Anchor.Center))
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{
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Stretch = true,
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RelativeSpacing = 0.03f
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};
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var nameContainer = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.1f), paddedHealthWindow.RectTransform) { MinSize = new Point(0, 20) }, isHorizontal: true)
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{
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Stretch = true
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};
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characterName = new GUITextBlock(new RectTransform(new Vector2(0.6f, 1.0f), nameContainer.RectTransform), "", textAlignment: Alignment.CenterLeft, font: GUI.LargeFont)
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{
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AutoScale = true
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};
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new GUICustomComponent(new RectTransform(new Vector2(0.4f, 1.0f), nameContainer.RectTransform),
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onDraw: (spriteBatch, component) =>
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{
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character.Info.DrawPortrait(spriteBatch, new Vector2(component.Rect.X, component.Rect.Center.Y - component.Rect.Width / 2), component.Rect.Width);
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});
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new GUICustomComponent(new RectTransform(new Vector2(1.0f, 0.9f), paddedHealthWindow.RectTransform),
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(spriteBatch, component) =>
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{
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DrawHealthWindow(spriteBatch, component.RectTransform.Rect, true, false);
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},
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(deltaTime, component) =>
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{
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UpdateLimbIndicators(deltaTime, component.RectTransform.Rect);
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}
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);
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deadIndicator = new GUITextBlock(new RectTransform(new Vector2(0.9f, 0.1f), healthWindow.RectTransform, Anchor.Center),
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text: TextManager.Get("Deceased"), font: GUI.LargeFont, textAlignment: Alignment.Center, wrap: true, style: "GUIToolTip")
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{
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Visible = false,
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CanBeFocused = false
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};
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healthWindowHealthBar = new GUIProgressBar(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.HealthBarAreaLeft, GUI.Canvas),
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barSize: 1.0f, color: Color.Green, style: "GUIProgressBarVertical")
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{
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IsHorizontal = false
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};
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healthWindowHealthBarShadow = new GUIProgressBar(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.HealthBarAreaLeft, GUI.Canvas),
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barSize: 1.0f, color: Color.Green, style: "GUIProgressBarVertical")
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{
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IsHorizontal = false
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};
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cprButton = new GUIButton(new RectTransform(new Point(80, 80), GUI.Canvas), text: "", style: "CPRButton")
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{
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OnClicked = (button, userData) =>
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{
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Character selectedCharacter = Character.Controlled?.SelectedCharacter;
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if (selectedCharacter == null || (!selectedCharacter.IsUnconscious && selectedCharacter.Stun <= 0.0f)) return false;
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Character.Controlled.AnimController.Anim = (Character.Controlled.AnimController.Anim == AnimController.Animation.CPR) ?
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AnimController.Animation.None : AnimController.Animation.CPR;
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selectedCharacter.AnimController.ResetPullJoints();
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if (GameMain.Client != null)
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{
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GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Treatment });
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}
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return true;
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},
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Visible = false
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};
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UpdateAlignment();
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suicideButton = new GUIButton(new RectTransform(new Vector2(0.06f, 0.02f), GUI.Canvas, Anchor.TopCenter)
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{ MinSize = new Point(120, 20), RelativeOffset = new Vector2(0.0f, 0.01f) },
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TextManager.Get("GiveInButton"))
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{
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ToolTip = TextManager.Get(GameMain.NetworkMember == null ? "GiveInHelpSingleplayer" : "GiveInHelpMultiplayer"),
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OnClicked = (button, userData) =>
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{
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GUI.ForceMouseOn(null);
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if (Character.Controlled != null)
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{
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if (GameMain.Client != null)
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{
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GameMain.Client.CreateEntityEvent(Character.Controlled, new object[] { NetEntityEvent.Type.Status });
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}
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else
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{
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var causeOfDeath = GetCauseOfDeath();
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Character.Controlled.Kill(causeOfDeath.First, causeOfDeath.Second);
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Character.Controlled = null;
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}
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}
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return true;
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}
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};
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if (element != null)
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "sprite":
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limbIndicatorOverlay = new SpriteSheet(subElement);
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break;
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}
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}
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}
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}
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private void OnAttacked(Character attacker, AttackResult attackResult)
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{
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if (Math.Abs(attackResult.Damage) < 0.01f && attackResult.Afflictions.Count == 0) return;
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DamageOverlayTimer = MathHelper.Clamp(attackResult.Damage / MaxVitality, DamageOverlayTimer, 1.0f);
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if (healthShadowDelay <= 0.0f) healthShadowDelay = 1.0f;
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if (healthBarPulsateTimer <= 0.0f) healthBarPulsatePhase = 0.0f;
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healthBarPulsateTimer = 1.0f;
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float additionalIntensity = MathHelper.Lerp(0, 1, MathUtils.InverseLerp(0, 0.1f, attackResult.Damage / MaxVitality));
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damageIntensity = MathHelper.Clamp(damageIntensity + additionalIntensity, 0, 1);
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}
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private void UpdateAlignment()
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{
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healthBar.RectTransform.RelativeOffset = healthBarShadow.RectTransform.RelativeOffset = Vector2.Zero;
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healthWindowHealthBar.RectTransform.RelativeOffset = healthWindowHealthBarShadow.RectTransform.RelativeOffset = Vector2.Zero;
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int healthWindowHealthBarWidth = (int)(40 * GUI.Scale);
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if (alignment == Alignment.Left)
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{
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healthBar.RectTransform.SetPosition(Anchor.BottomLeft);
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healthBarShadow.RectTransform.SetPosition(Anchor.BottomLeft);
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healthBar.RectTransform.AbsoluteOffset = healthBarShadow.RectTransform.AbsoluteOffset =
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new Point(HUDLayoutSettings.HealthBarAreaLeft.X, GameMain.GraphicsHeight - HUDLayoutSettings.HealthBarAreaLeft.Bottom);
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healthBar.RectTransform.NonScaledSize = healthBarShadow.RectTransform.NonScaledSize = HUDLayoutSettings.HealthBarAreaLeft.Size;
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healthWindow.RectTransform.AbsoluteOffset = HUDLayoutSettings.HealthWindowAreaLeft.Location + new Point(healthWindowHealthBarWidth, 0);
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healthWindow.RectTransform.NonScaledSize = new Point(
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HUDLayoutSettings.HealthWindowAreaLeft.Width / 3 - healthWindowHealthBarWidth,
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HUDLayoutSettings.HealthWindowAreaLeft.Height);
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afflictionInfoFrame.RectTransform.AbsoluteOffset = new Point(
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healthWindow.Rect.Right,
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HUDLayoutSettings.HealthWindowAreaLeft.Y);
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afflictionInfoFrame.RectTransform.NonScaledSize = new Point(
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(int)(HUDLayoutSettings.HealthWindowAreaLeft.Width * 0.66f),
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(int)(HUDLayoutSettings.HealthWindowAreaLeft.Height));
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healthWindowHealthBar.RectTransform.NonScaledSize = healthWindowHealthBarShadow.RectTransform.NonScaledSize =
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new Point(healthWindowHealthBarWidth, healthWindow.Rect.Height);
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healthWindowHealthBar.RectTransform.AbsoluteOffset = healthWindowHealthBarShadow.RectTransform.AbsoluteOffset =
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HUDLayoutSettings.HealthWindowAreaLeft.Location;
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int cprButtonSize = (int)(100 * GUI.Scale);
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cprButton.RectTransform.AbsoluteOffset = new Point(HUDLayoutSettings.HealthWindowAreaLeft.Right, dropItemArea.Rect.Center.Y - cprButtonSize / 2);
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cprButton.RectTransform.NonScaledSize = new Point(cprButtonSize);
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}
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else
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{
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healthBar.RectTransform.SetPosition(Anchor.TopLeft);
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healthBarShadow.RectTransform.SetPosition(Anchor.TopLeft);
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healthBar.RectTransform.AbsoluteOffset = healthBarShadow.RectTransform.AbsoluteOffset =
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HUDLayoutSettings.HealthBarAreaRight.Location;
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healthBar.RectTransform.NonScaledSize = healthBarShadow.RectTransform.NonScaledSize = HUDLayoutSettings.HealthBarAreaRight.Size;
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healthWindow.RectTransform.AbsoluteOffset = new Point(
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HUDLayoutSettings.HealthWindowAreaRight.X + HUDLayoutSettings.HealthWindowAreaRight.Width / 3 * 2,
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HUDLayoutSettings.HealthWindowAreaRight.Y);
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healthWindow.RectTransform.NonScaledSize = new Point(
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HUDLayoutSettings.HealthWindowAreaRight.Width / 3 - healthWindowHealthBarWidth,
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HUDLayoutSettings.HealthWindowAreaRight.Height);
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afflictionInfoFrame.RectTransform.AbsoluteOffset = new Point(
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HUDLayoutSettings.HealthWindowAreaRight.X,
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HUDLayoutSettings.HealthWindowAreaLeft.Y);
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afflictionInfoFrame.RectTransform.NonScaledSize = new Point(
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(int)(HUDLayoutSettings.HealthWindowAreaLeft.Width * 0.66f),
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(int)(HUDLayoutSettings.HealthWindowAreaLeft.Height));
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|
|
healthWindowHealthBar.RectTransform.NonScaledSize = healthWindowHealthBarShadow.RectTransform.NonScaledSize =
|
|
new Point(healthWindowHealthBarWidth, healthWindow.Rect.Height);
|
|
healthWindowHealthBar.RectTransform.AbsoluteOffset = healthWindowHealthBarShadow.RectTransform.AbsoluteOffset =
|
|
new Point(HUDLayoutSettings.HealthWindowAreaRight.Right - healthWindowHealthBarWidth, HUDLayoutSettings.HealthWindowAreaRight.Y);
|
|
|
|
int cprButtonSize = (int)(100 * GUI.Scale);
|
|
cprButton.RectTransform.AbsoluteOffset = new Point(HUDLayoutSettings.HealthWindowAreaRight.X - cprButtonSize, dropItemArea.Rect.Center.Y - cprButtonSize / 2);
|
|
cprButton.RectTransform.NonScaledSize = new Point(cprButtonSize);
|
|
}
|
|
|
|
dropItemArea.RectTransform.NonScaledSize = new Point(dropItemArea.Rect.Width);
|
|
|
|
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
|
|
inventoryScale = Inventory.UIScale;
|
|
uiScale = GUI.Scale;
|
|
}
|
|
|
|
partial void UpdateOxygenProjSpecific(float prevOxygen)
|
|
{
|
|
if (prevOxygen > 0.0f && OxygenAmount <= 0.0f && Character.Controlled == Character)
|
|
{
|
|
SoundPlayer.PlaySound("drown");
|
|
}
|
|
}
|
|
|
|
partial void UpdateBleedingProjSpecific(AfflictionBleeding affliction, Limb targetLimb, float deltaTime)
|
|
{
|
|
bloodParticleTimer -= deltaTime * (affliction.Strength / 10.0f);
|
|
if (bloodParticleTimer <= 0.0f)
|
|
{
|
|
float bloodParticleSize = MathHelper.Lerp(0.5f, 1.0f, affliction.Strength / 100.0f);
|
|
if (!Character.AnimController.InWater) bloodParticleSize *= 2.0f;
|
|
var blood = GameMain.ParticleManager.CreateParticle(
|
|
Character.AnimController.InWater ? "waterblood" : "blooddrop",
|
|
targetLimb.WorldPosition, Rand.Vector(affliction.Strength), 0.0f, Character.AnimController.CurrentHull);
|
|
|
|
if (blood != null)
|
|
{
|
|
blood.Size *= bloodParticleSize;
|
|
}
|
|
bloodParticleTimer = 1.0f;
|
|
}
|
|
}
|
|
|
|
public void UpdateHUD(float deltaTime)
|
|
{
|
|
if (GUI.DisableHUD) return;
|
|
if (openHealthWindow != null)
|
|
{
|
|
if (openHealthWindow != Character.Controlled?.CharacterHealth && openHealthWindow != Character.Controlled?.SelectedCharacter?.CharacterHealth)
|
|
{
|
|
openHealthWindow = null;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (DamageOverlayTimer > 0.0f)
|
|
{
|
|
DamageOverlayTimer -= deltaTime;
|
|
}
|
|
if (damageIntensity > 0)
|
|
{
|
|
damageIntensity -= deltaTime * damageIntensityDropdownRate;
|
|
if (damageIntensity < 0)
|
|
{
|
|
damageIntensity = 0;
|
|
}
|
|
}
|
|
|
|
if (healthShadowDelay > 0.0f)
|
|
{
|
|
healthShadowDelay -= deltaTime;
|
|
}
|
|
else
|
|
{
|
|
healthShadowSize = healthBar.BarSize > healthShadowSize ?
|
|
Math.Min(healthShadowSize + deltaTime, healthBar.BarSize) :
|
|
Math.Max(healthShadowSize - deltaTime, healthBar.BarSize);
|
|
}
|
|
|
|
dropItemArea.Visible = !Character.IsDead;
|
|
|
|
float blurStrength = 0.0f;
|
|
float distortStrength = 0.0f;
|
|
float distortSpeed = 0.0f;
|
|
float radialDistortStrength = 0.0f;
|
|
float chromaticAberrationStrength = 0.0f;
|
|
|
|
if (Character.IsUnconscious)
|
|
{
|
|
blurStrength = 1.0f;
|
|
distortSpeed = 1.0f;
|
|
}
|
|
else if (OxygenAmount < 100.0f)
|
|
{
|
|
blurStrength = MathHelper.Lerp(0.5f, 1.0f, 1.0f - Vitality / MaxVitality);
|
|
distortStrength = blurStrength;
|
|
distortSpeed = (blurStrength + 1.0f);
|
|
distortSpeed *= distortSpeed * distortSpeed * distortSpeed;
|
|
}
|
|
|
|
foreach (Affliction affliction in afflictions)
|
|
{
|
|
distortStrength = Math.Max(distortStrength, affliction.GetScreenDistortStrength());
|
|
blurStrength = Math.Max(blurStrength, affliction.GetScreenBlurStrength());
|
|
radialDistortStrength = Math.Max(radialDistortStrength, affliction.GetRadialDistortStrength());
|
|
chromaticAberrationStrength = Math.Max(chromaticAberrationStrength, affliction.GetChromaticAberrationStrength());
|
|
}
|
|
foreach (LimbHealth limbHealth in limbHealths)
|
|
{
|
|
foreach (Affliction affliction in limbHealth.Afflictions)
|
|
{
|
|
distortStrength = Math.Max(distortStrength, affliction.GetScreenDistortStrength());
|
|
blurStrength = Math.Max(blurStrength, affliction.GetScreenBlurStrength());
|
|
radialDistortStrength = Math.Max(radialDistortStrength, affliction.GetRadialDistortStrength());
|
|
chromaticAberrationStrength = Math.Max(chromaticAberrationStrength, affliction.GetChromaticAberrationStrength());
|
|
}
|
|
}
|
|
|
|
Character.RadialDistortStrength = radialDistortStrength;
|
|
Character.ChromaticAberrationStrength = chromaticAberrationStrength;
|
|
if (blurStrength > 0.0f)
|
|
{
|
|
distortTimer = (distortTimer + deltaTime * distortSpeed) % MathHelper.TwoPi;
|
|
Character.BlurStrength = (float)(Math.Sin(distortTimer) + 1.5f) * 0.25f * blurStrength;
|
|
Character.DistortStrength = (float)(Math.Sin(distortTimer) + 1.0f) * 0.1f * distortStrength;
|
|
}
|
|
else
|
|
{
|
|
Character.BlurStrength = 0.0f;
|
|
Character.DistortStrength = 0.0f;
|
|
distortTimer = 0.0f;
|
|
}
|
|
|
|
if (PlayerInput.KeyHit(InputType.Health) && GUI.KeyboardDispatcher.Subscriber == null &&
|
|
Character.AllowInput && Character.FocusedCharacter == null && !toggledThisFrame)
|
|
{
|
|
if (openHealthWindow != null)
|
|
OpenHealthWindow = null;
|
|
else
|
|
OpenHealthWindow = this;
|
|
}
|
|
else if (openHealthWindow == this)
|
|
{
|
|
if (Alignment == Alignment.Right ?
|
|
HUD.CloseHUD(HUDLayoutSettings.HealthWindowAreaRight) :
|
|
HUD.CloseHUD(HUDLayoutSettings.HealthWindowAreaLeft))
|
|
{
|
|
//emulate a Health input to get the character to deselect the item server-side
|
|
Character.Keys[(int)InputType.Health].Hit = true;
|
|
OpenHealthWindow = null;
|
|
}
|
|
}
|
|
toggledThisFrame = false;
|
|
|
|
|
|
if (Character.IsDead)
|
|
{
|
|
healthBar.Color = healthWindowHealthBar.Color = Color.Black;
|
|
healthBar.BarSize = healthWindowHealthBar.BarSize = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
healthBar.Color = healthWindowHealthBar.Color = ToolBox.GradientLerp(Vitality / MaxVitality, Color.Red, Color.Orange, Color.Green);
|
|
healthBar.HoverColor = healthWindowHealthBar.HoverColor = healthBar.Color * 2.0f;
|
|
healthBar.BarSize = healthWindowHealthBar.BarSize = (Vitality > 0.0f) ? Vitality / MaxVitality : 1.0f - Vitality / MinVitality;
|
|
|
|
if (healthBarPulsateTimer > 0.0f)
|
|
{
|
|
//0-1
|
|
float pulsateAmount = (float)(Math.Sin(healthBarPulsatePhase) + 1.0f) / 2.0f;
|
|
|
|
healthBar.RectTransform.LocalScale = healthBarShadow.RectTransform.LocalScale = new Vector2(1.0f, (1.0f + pulsateAmount * healthBarPulsateTimer * 0.5f));
|
|
healthBarPulsatePhase += deltaTime * 5.0f;
|
|
healthBarPulsateTimer -= deltaTime;
|
|
}
|
|
else
|
|
{
|
|
healthBar.RectTransform.LocalScale = Vector2.One;
|
|
}
|
|
}
|
|
|
|
if (OpenHealthWindow == this)
|
|
{
|
|
if (Character == Character.Controlled && !Character.AllowInput)
|
|
{
|
|
openHealthWindow = null;
|
|
}
|
|
|
|
lowSkillIndicator.Visible = Timing.TotalTime % 1.0f < 0.8f && Character.Controlled != null && Character.Controlled.GetSkillLevel("medical") < 50.0f;
|
|
|
|
float rotationSpeed = 0.25f;
|
|
int i = 0;
|
|
foreach (GUIComponent dropItemIndicator in dropItemArea.Children)
|
|
{
|
|
GUIImage img = dropItemIndicator as GUIImage;
|
|
if (img == null) continue;
|
|
|
|
img.State = GUI.MouseOn == dropItemArea ? GUIComponent.ComponentState.Hover : GUIComponent.ComponentState.None;
|
|
|
|
byte alpha = img.Color.A;
|
|
byte hoverAlpha = img.HoverColor.A;
|
|
img.Color = ToolBox.GradientLerp(Vitality / MaxVitality, Color.Red, Color.Orange, Color.Green);
|
|
img.Color = new Color(img.Color.R, img.Color.G, img.Color.B, alpha);
|
|
img.HoverColor = new Color(img.Color.R, img.Color.G, img.Color.B, hoverAlpha);
|
|
img.HoverColor = Color.Lerp(img.HoverColor, Color.White, 0.5f);
|
|
|
|
if (img.State == GUIComponent.ComponentState.Hover && droppedItem == null)
|
|
{
|
|
dropItemAnimTimer = Math.Min(0.3f, dropItemAnimTimer + deltaTime * 0.5f);
|
|
}
|
|
|
|
if (i < 4)
|
|
{
|
|
img.Scale = 1.0f - (float)Math.Sin(dropItemAnimTimer / dropItemAnimDuration * MathHelper.TwoPi) * 0.3f;
|
|
}
|
|
|
|
if (dropItemIndicator == dropItemArea.Children.Last()) break;
|
|
img.Rotation = (img.Rotation + (rotationSpeed + dropItemAnimTimer * 10.0f) * deltaTime) % MathHelper.TwoPi;
|
|
rotationSpeed = (rotationSpeed + 0.3f) % 1.0f;
|
|
|
|
i++;
|
|
}
|
|
|
|
Rectangle limbArea = healthWindow.Children.First().Rect;
|
|
|
|
var highlightedLimb = highlightedLimbIndex < 0 ? null : limbHealths[highlightedLimbIndex];
|
|
if (highlightedLimb == null && selectedLimbIndex < 0)
|
|
{
|
|
// If no limb is selected or highlighted, select the one with the most critical afflictions.
|
|
var affliction = GetAllAfflictions(a => a.Prefab.IndicatorLimb != LimbType.None)
|
|
.OrderByDescending(a => a.DamagePerSecond)
|
|
.ThenByDescending(a => a.Strength).FirstOrDefault();
|
|
var limbHealth = GetMathingLimbHealth(affliction);
|
|
if (limbHealth != null)
|
|
{
|
|
selectedLimbIndex = limbHealths.IndexOf(limbHealth);
|
|
}
|
|
}
|
|
UpdateAfflictionContainer(selectedLimbIndex < 0 ? highlightedLimb : limbHealths[selectedLimbIndex]);
|
|
|
|
if (Inventory.draggingItem != null)
|
|
{
|
|
if (highlightedLimbIndex > -1)
|
|
{
|
|
selectedLimbIndex = highlightedLimbIndex;
|
|
}
|
|
}
|
|
|
|
if (draggingMed != null)
|
|
{
|
|
if (!PlayerInput.LeftButtonHeld())
|
|
{
|
|
OnItemDropped(draggingMed.UserData as Item, ignoreMousePos: false);
|
|
draggingMed = null;
|
|
}
|
|
}
|
|
|
|
/*if (GUI.MouseOn?.UserData is Affliction affliction)
|
|
{
|
|
ShowAfflictionInfo(affliction, afflictionInfoContainer);
|
|
}*/
|
|
|
|
if (dropItemAnimTimer > 0.0f)
|
|
{
|
|
dropItemAnimTimer -= deltaTime;
|
|
if (dropItemAnimTimer <= 0.0f) droppedItem = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (openHealthWindow != null && Character != Character.Controlled && Character != Character.Controlled?.SelectedCharacter)
|
|
{
|
|
openHealthWindow = null;
|
|
}
|
|
highlightedLimbIndex = -1;
|
|
}
|
|
|
|
Rectangle hoverArea = alignment == Alignment.Left ?
|
|
Rectangle.Union(HUDLayoutSettings.AfflictionAreaLeft, HUDLayoutSettings.HealthBarAreaLeft) :
|
|
Rectangle.Union(HUDLayoutSettings.AfflictionAreaRight, HUDLayoutSettings.HealthBarAreaRight);
|
|
|
|
if (Character.AllowInput && UseHealthWindow && hoverArea.Contains(PlayerInput.MousePosition) && Inventory.SelectedSlot == null)
|
|
{
|
|
healthBar.State = GUIComponent.ComponentState.Hover;
|
|
if (PlayerInput.LeftButtonClicked())
|
|
{
|
|
OpenHealthWindow = openHealthWindow == this ? null : this;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
healthBar.State = GUIComponent.ComponentState.None;
|
|
}
|
|
|
|
suicideButton.Visible = Character == Character.Controlled && Character.IsUnconscious && !Character.IsDead;
|
|
|
|
cprButton.Visible =
|
|
Character == Character.Controlled?.SelectedCharacter
|
|
&& (Character.IsUnconscious || Character.Stun > 0.0f)
|
|
&& !Character.IsDead
|
|
&& openHealthWindow == this;
|
|
|
|
deadIndicator.Visible = Character.IsDead;
|
|
}
|
|
|
|
public void AddToGUIUpdateList()
|
|
{
|
|
if (GUI.DisableHUD) return;
|
|
if (OpenHealthWindow == this)
|
|
{
|
|
//afflictionContainer.AddToGUIUpdateList();
|
|
afflictionInfoFrame.AddToGUIUpdateList();
|
|
healthWindow.AddToGUIUpdateList();
|
|
healthWindowHealthBarShadow.AddToGUIUpdateList();
|
|
healthWindowHealthBar.AddToGUIUpdateList();
|
|
}
|
|
else if (Character.Controlled == Character)
|
|
{
|
|
healthBarShadow.AddToGUIUpdateList();
|
|
healthBar.AddToGUIUpdateList();
|
|
}
|
|
if (suicideButton.Visible && Character == Character.Controlled) suicideButton.AddToGUIUpdateList();
|
|
if (cprButton != null && cprButton.Visible) cprButton.AddToGUIUpdateList();
|
|
}
|
|
|
|
public void DrawHUD(SpriteBatch spriteBatch)
|
|
{
|
|
if (GUI.DisableHUD) return;
|
|
if (GameMain.GraphicsWidth != screenResolution.X ||
|
|
GameMain.GraphicsHeight != screenResolution.Y ||
|
|
Math.Abs(inventoryScale - Inventory.UIScale) > 0.01f ||
|
|
Math.Abs(uiScale - GUI.Scale) > 0.01f)
|
|
{
|
|
UpdateAlignment();
|
|
}
|
|
|
|
float damageOverlayAlpha = DamageOverlayTimer;
|
|
if (Vitality < MaxVitality * 0.1f)
|
|
{
|
|
damageOverlayAlpha = Math.Max(1.0f - (Vitality / maxVitality * 10.0f), damageOverlayAlpha);
|
|
}
|
|
else
|
|
{
|
|
float pulsateAmount = (float)(Math.Sin(healthBarPulsatePhase) + 1.0f) / 2.0f;
|
|
damageOverlayAlpha = pulsateAmount * healthBarPulsateTimer * damageIntensity;
|
|
}
|
|
|
|
if (damageOverlayAlpha > 0.0f)
|
|
{
|
|
damageOverlay.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayAlpha, Vector2.Zero, 0.0f,
|
|
new Vector2(GameMain.GraphicsWidth / damageOverlay.size.X, GameMain.GraphicsHeight / damageOverlay.size.Y));
|
|
}
|
|
|
|
if (Character.Inventory != null)
|
|
{
|
|
if (Character.Inventory.CurrentLayout == CharacterInventory.Layout.Right)
|
|
{
|
|
//move the healthbar on top of the inventory slots
|
|
healthBar.RectTransform.ScreenSpaceOffset = new Point(
|
|
(GameMain.GraphicsWidth - HUDLayoutSettings.Padding) - HUDLayoutSettings.HealthBarAreaRight.Right,
|
|
HUDLayoutSettings.HealthBarAreaRight.Y - (int)(Character.Inventory.SlotPositions.Max(s => s.Y) + Inventory.EquipIndicator.size.Y * Inventory.UIScale * 2) - HUDLayoutSettings.HealthBarAreaRight.Height);
|
|
healthBarShadow.RectTransform.ScreenSpaceOffset = healthBar.RectTransform.ScreenSpaceOffset;
|
|
}
|
|
else
|
|
{
|
|
healthBar.RectTransform.ScreenSpaceOffset = healthBarShadow.RectTransform.ScreenSpaceOffset = Point.Zero;
|
|
}
|
|
}
|
|
|
|
DrawStatusHUD(spriteBatch);
|
|
}
|
|
|
|
public void DrawStatusHUD(SpriteBatch spriteBatch)
|
|
{
|
|
//Rectangle interactArea = healthBar.Rect;
|
|
if (openHealthWindow != this)
|
|
{
|
|
List<Pair<Affliction, string>> statusIcons = new List<Pair<Affliction, string>>();
|
|
if (Character.CurrentHull == null || Character.CurrentHull.LethalPressure > 5.0f)
|
|
statusIcons.Add(new Pair<Affliction, string>(pressureAffliction, TextManager.Get("PressureHUDWarning")));
|
|
if (Character.CurrentHull != null && Character.OxygenAvailable < LowOxygenThreshold && oxygenLowAffliction.Strength < oxygenLowAffliction.Prefab.ShowIconThreshold)
|
|
statusIcons.Add(new Pair<Affliction, string>(oxygenLowAffliction, TextManager.Get("OxygenHUDWarning")));
|
|
|
|
var allAfflictions = GetAllAfflictions(true);
|
|
foreach (Affliction affliction in allAfflictions)
|
|
{
|
|
if (affliction.Strength < affliction.Prefab.ShowIconThreshold || affliction.Prefab.Icon == null) continue;
|
|
statusIcons.Add(new Pair<Affliction, string>(affliction, affliction.Prefab.Name));
|
|
}
|
|
|
|
Pair<Affliction, string> highlightedIcon = null;
|
|
Vector2 highlightedIconPos = Vector2.Zero;
|
|
Rectangle afflictionArea = alignment == Alignment.Left ? HUDLayoutSettings.AfflictionAreaLeft : HUDLayoutSettings.AfflictionAreaRight;
|
|
Point pos = afflictionArea.Location + healthBar.RectTransform.ScreenSpaceOffset;
|
|
|
|
bool horizontal = afflictionArea.Width > afflictionArea.Height;
|
|
int iconSize = horizontal ? afflictionArea.Height : afflictionArea.Width;
|
|
|
|
foreach (Pair<Affliction, string> statusIcon in statusIcons)
|
|
{
|
|
Rectangle afflictionIconRect = new Rectangle(pos, new Point(iconSize));
|
|
if (afflictionIconRect.Contains(PlayerInput.MousePosition))
|
|
{
|
|
highlightedIcon = statusIcon;
|
|
highlightedIconPos = afflictionIconRect.Center.ToVector2();
|
|
}
|
|
|
|
if (statusIcon.First.DamagePerSecond > 1.0f)
|
|
{
|
|
Rectangle glowRect = afflictionIconRect;
|
|
glowRect.Inflate((int)(25 * GUI.Scale), (int)(25 * GUI.Scale));
|
|
var glow = GUI.Style.GetComponentStyle("OuterGlow");
|
|
glow.Sprites[GUIComponent.ComponentState.None][0].Draw(
|
|
spriteBatch, glowRect,
|
|
Color.Red * (float)((Math.Sin(statusIcon.First.DamagePerSecondTimer * MathHelper.TwoPi - MathHelper.PiOver2) + 1.0f) * 0.5f));
|
|
}
|
|
|
|
var slot = GUI.Style.GetComponentStyle("AfflictionIconSlot");
|
|
slot.Sprites[highlightedIcon == statusIcon ? GUIComponent.ComponentState.Hover : GUIComponent.ComponentState.None][0].Draw(
|
|
spriteBatch, afflictionIconRect,
|
|
highlightedIcon == statusIcon ? slot.HoverColor : slot.Color);
|
|
|
|
|
|
statusIcon.First.Prefab.Icon?.Draw(spriteBatch,
|
|
pos.ToVector2(),
|
|
highlightedIcon == statusIcon ? statusIcon.First.Prefab.IconColor : statusIcon.First.Prefab.IconColor * 0.8f,
|
|
rotate: 0,
|
|
scale: iconSize / statusIcon.First.Prefab.Icon.size.X);
|
|
|
|
if (horizontal)
|
|
pos.X += iconSize + (int)(5 * GUI.Scale);
|
|
else
|
|
pos.Y += iconSize + (int)(5 * GUI.Scale);
|
|
}
|
|
|
|
if (highlightedIcon != null)
|
|
{
|
|
GUI.DrawString(spriteBatch,
|
|
alignment == Alignment.Left ? highlightedIconPos + new Vector2(60 * GUI.Scale, 5) : highlightedIconPos + new Vector2(-10.0f - GUI.Font.MeasureString(highlightedIcon.Second).X, 5),
|
|
highlightedIcon.Second,
|
|
Color.White * 0.8f, Color.Black * 0.5f);
|
|
}
|
|
|
|
if (Vitality > 0.0f)
|
|
{
|
|
float currHealth = healthBar.BarSize;
|
|
Color prevColor = healthBar.Color;
|
|
healthBarShadow.BarSize = healthShadowSize;
|
|
healthBarShadow.Color = Color.Red;
|
|
healthBarShadow.Visible = true;
|
|
healthBar.BarSize = currHealth;
|
|
healthBar.Color = prevColor;
|
|
}
|
|
else
|
|
{
|
|
healthBarShadow.Visible = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Vitality > 0.0f)
|
|
{
|
|
float currHealth = healthWindowHealthBar.BarSize;
|
|
Color prevColor = healthWindowHealthBar.Color;
|
|
healthWindowHealthBarShadow.BarSize = healthShadowSize;
|
|
healthWindowHealthBarShadow.Color = Color.Red;
|
|
healthWindowHealthBarShadow.Visible = true;
|
|
healthWindowHealthBar.BarSize = currHealth;
|
|
healthWindowHealthBar.Color = prevColor;
|
|
}
|
|
else
|
|
{
|
|
healthWindowHealthBarShadow.Visible = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateAfflictionContainer(LimbHealth selectedLimb)
|
|
{
|
|
((GUITextBlock)afflictionInfoContainer.Parent.GetChildByUserData("selectedlimbname")).Text = selectedLimb == null ? "" : selectedLimb.Name;
|
|
|
|
if (selectedLimb == null)
|
|
{
|
|
afflictionInfoContainer.Content.ClearChildren();
|
|
return;
|
|
}
|
|
var currentAfflictions = GetMatchingAfflictions(selectedLimb, a => a.Strength >= a.Prefab.ShowIconThreshold);
|
|
var displayedAfflictions = afflictionInfoContainer.Content.Children.Select(c => c.UserData as Affliction);
|
|
if (currentAfflictions.Any(a => !displayedAfflictions.Contains(a)) ||
|
|
displayedAfflictions.Any(a => !currentAfflictions.Contains(a)))
|
|
{
|
|
CreateAfflictionInfos(currentAfflictions);
|
|
}
|
|
|
|
UpdateAfflictionInfos(displayedAfflictions);
|
|
}
|
|
|
|
private void CreateAfflictionInfos(IEnumerable<Affliction> afflictions)
|
|
{
|
|
afflictionInfoContainer.Content.ClearChildren();
|
|
recommendedTreatmentContainer.Content.ClearChildren();
|
|
|
|
float characterSkillLevel = Character.Controlled == null ? 0.0f : Character.Controlled.GetSkillLevel("medical");
|
|
|
|
//random variance is 200% when the skill is 0
|
|
//no random variance if the skill is 50 or more
|
|
float randomVariance = MathHelper.Lerp(2.0f, 0.0f, characterSkillLevel / 50.0f);
|
|
|
|
//key = item identifier
|
|
//float = suitability
|
|
Dictionary<string, float> treatmentSuitability = new Dictionary<string, float>();
|
|
float minSuitability = -10, maxSuitability = 10;
|
|
foreach (Affliction affliction in afflictions)
|
|
{
|
|
foreach (KeyValuePair<string, float> treatment in affliction.Prefab.TreatmentSuitability)
|
|
{
|
|
if (!treatmentSuitability.ContainsKey(treatment.Key))
|
|
{
|
|
treatmentSuitability[treatment.Key] = treatment.Value * affliction.Strength;
|
|
}
|
|
else
|
|
{
|
|
treatmentSuitability[treatment.Key] += treatment.Value * affliction.Strength;
|
|
}
|
|
minSuitability = Math.Min(treatmentSuitability[treatment.Key], minSuitability);
|
|
maxSuitability = Math.Max(treatmentSuitability[treatment.Key], maxSuitability);
|
|
}
|
|
}
|
|
//normalize the suitabilities to a range of 0 to 1
|
|
foreach (string treatment in treatmentSuitability.Keys.ToList())
|
|
{
|
|
treatmentSuitability[treatment] = (treatmentSuitability[treatment] - minSuitability) / (maxSuitability - minSuitability);
|
|
//lerp towards a random value if the medical skill is low
|
|
treatmentSuitability[treatment] = MathHelper.Lerp(treatmentSuitability[treatment], Rand.Range(0.0f, 1.0f), randomVariance);
|
|
}
|
|
|
|
foreach (Affliction affliction in afflictions)
|
|
{
|
|
var child = new GUILayoutGroup(new RectTransform(Vector2.One * 0.95f, afflictionInfoContainer.Content.RectTransform, Anchor.TopCenter))
|
|
{
|
|
Stretch = true,
|
|
RelativeSpacing = 0.02f,
|
|
UserData = affliction
|
|
};
|
|
|
|
var headerContainer = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.15f), child.RectTransform), isHorizontal: true)
|
|
{
|
|
Stretch = true,
|
|
UserData = "header"
|
|
};
|
|
|
|
new GUIImage(new RectTransform(new Vector2(0.15f, 1.0f), headerContainer.RectTransform), affliction.Prefab.Icon, scaleToFit: true)
|
|
{
|
|
Color = affliction.Prefab.IconColor
|
|
};
|
|
|
|
var labelContainer = new GUILayoutGroup(new RectTransform(new Vector2(0.8f, 1.0f), headerContainer.RectTransform), isHorizontal: true)
|
|
{
|
|
Stretch = true,
|
|
AbsoluteSpacing = 10,
|
|
UserData = "label"
|
|
};
|
|
var afflictionName = new GUITextBlock(new RectTransform(new Vector2(0.65f, 1.0f), labelContainer.RectTransform), affliction.Prefab.Name, textAlignment: Alignment.CenterLeft, font: GUI.LargeFont);
|
|
var afflictionStrength = new GUITextBlock(new RectTransform(new Vector2(0.35f, 0.6f), labelContainer.RectTransform), "", textAlignment: Alignment.TopRight, font: GUI.LargeFont)
|
|
{
|
|
Padding = Vector4.Zero,
|
|
UserData = "strength"
|
|
};
|
|
var vitality = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.4f), labelContainer.RectTransform, Anchor.BottomRight), "", textAlignment: Alignment.BottomRight)
|
|
{
|
|
IgnoreLayoutGroups = true,
|
|
UserData = "vitality"
|
|
};
|
|
|
|
var description = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.3f), child.RectTransform),
|
|
affliction.Prefab.Description, textAlignment: Alignment.TopLeft, wrap: true);
|
|
if (description.Font.MeasureString(description.WrappedText).Y > description.Rect.Height)
|
|
{
|
|
description.Font = GUI.SmallFont;
|
|
}
|
|
description.RectTransform.Resize(new Point(description.Rect.Width, (int)(description.TextSize.Y + 10)));
|
|
child.RectTransform.Resize(new Point(child.Rect.Width, child.Children.Sum(c => c.Rect.Height)));
|
|
child.Recalculate();
|
|
afflictionStrength.AutoScale = true;
|
|
afflictionName.AutoScale = true;
|
|
vitality.AutoDraw = true;
|
|
}
|
|
|
|
List<KeyValuePair<string, float>> treatmentSuitabilities = treatmentSuitability.OrderByDescending(t => t.Value).ToList();
|
|
|
|
foreach (KeyValuePair<string, float> treatment in treatmentSuitabilities)
|
|
{
|
|
ItemPrefab item = MapEntityPrefab.Find(name: null, identifier: treatment.Key, showErrorMessages: false) as ItemPrefab;
|
|
if (item == null) continue;
|
|
int slotSize = (int)(recommendedTreatmentContainer.Content.Rect.Width * 0.8f);
|
|
|
|
var itemSlot = new GUIButton(new RectTransform(new Point(slotSize), recommendedTreatmentContainer.Content.RectTransform, Anchor.TopCenter),
|
|
text: "", style: "InventorySlotSmall")
|
|
{
|
|
UserData = item
|
|
};
|
|
itemSlot.Color = ToolBox.GradientLerp(treatment.Value, Color.Red, Color.White, Color.LightGreen);
|
|
|
|
Sprite itemSprite = item.InventoryIcon ?? item.sprite;
|
|
Color itemColor = itemSprite == item.sprite ? item.SpriteColor : item.InventoryIconColor;
|
|
var itemIcon = new GUIImage(new RectTransform(new Vector2(0.8f, 0.8f), itemSlot.RectTransform, Anchor.Center),
|
|
itemSprite, scaleToFit: true)
|
|
{
|
|
CanBeFocused = false,
|
|
Color = itemColor,
|
|
HoverColor = itemColor,
|
|
SelectedColor = itemColor
|
|
};
|
|
itemSlot.ToolTip = item.Name + "\n" + item.Description;
|
|
}
|
|
|
|
afflictionInfoContainer.Content.RectTransform.SortChildren((r1, r2) =>
|
|
{
|
|
var first = r1.GUIComponent.UserData as Affliction;
|
|
var second = r2.GUIComponent.UserData as Affliction;
|
|
int dmgPerSecond = Math.Sign(second.DamagePerSecond - first.DamagePerSecond);
|
|
return dmgPerSecond != 0 ? dmgPerSecond : Math.Sign(second.Strength - first.Strength);
|
|
});
|
|
|
|
//afflictionInfoContainer.Content.RectTransform.SortChildren((r1, r2) =>
|
|
//{
|
|
// return Math.Sign(((Affliction)r2.GUIComponent.UserData).GetVitalityDecrease(this) - ((Affliction)r1.GUIComponent.UserData).GetVitalityDecrease(this));
|
|
//});
|
|
}
|
|
|
|
private void UpdateAfflictionInfos(IEnumerable<Affliction> afflictions)
|
|
{
|
|
foreach (Affliction affliction in afflictions)
|
|
{
|
|
var child = afflictionInfoContainer.Content.FindChild(affliction);
|
|
var headerContainer = child.GetChildByUserData("header");
|
|
var labelContainer = headerContainer.GetChildByUserData("label");
|
|
var strengthText = labelContainer.GetChildByUserData("strength") as GUITextBlock;
|
|
|
|
strengthText.Text = strengthTexts[
|
|
MathHelper.Clamp((int)Math.Floor((affliction.Strength / affliction.Prefab.MaxStrength) * strengthTexts.Length), 0, strengthTexts.Length - 1)];
|
|
|
|
strengthText.TextColor = ToolBox.GradientLerp(
|
|
affliction.Strength / affliction.Prefab.MaxStrength,
|
|
Color.Yellow, Color.Orange, Color.Red);
|
|
|
|
var vitalityText = labelContainer.GetChildByUserData("vitality") as GUITextBlock;
|
|
int vitalityDecrease = (int)affliction.GetVitalityDecrease(this);
|
|
if (vitalityDecrease == 0)
|
|
{
|
|
vitalityText.Visible = false;
|
|
}
|
|
else
|
|
{
|
|
vitalityText.Visible = true;
|
|
vitalityText.Text = TextManager.Get("Vitality") + " -" + vitalityDecrease;
|
|
vitalityText.TextColor = vitalityDecrease <= 0 ? Color.LightGreen :
|
|
Color.Lerp(Color.Orange, Color.Red, affliction.Strength / affliction.Prefab.MaxStrength);
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool OnItemDropped(Item item, bool ignoreMousePos)
|
|
{
|
|
//items can be dropped outside the health window
|
|
if (!ignoreMousePos &&
|
|
!healthWindow.Rect.Contains(PlayerInput.MousePosition) &&
|
|
!afflictionInfoFrame.Rect.Contains(PlayerInput.MousePosition))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//can't apply treatment to dead characters
|
|
if (Character.IsDead) return true;
|
|
if (item == null || !item.UseInHealthInterface) return true;
|
|
if (!ignoreMousePos)
|
|
{
|
|
if (highlightedLimbIndex > -1)
|
|
{
|
|
selectedLimbIndex = highlightedLimbIndex;
|
|
}
|
|
else if (!dropItemArea.Rect.Contains(PlayerInput.MousePosition))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Limb targetLimb = Character.AnimController.Limbs.FirstOrDefault(l => l.HealthIndex == selectedLimbIndex);
|
|
|
|
item.ApplyTreatment(Character.Controlled, Character, targetLimb);
|
|
|
|
dropItemAnimTimer = dropItemAnimDuration;
|
|
droppedItem = item;
|
|
return true;
|
|
}
|
|
|
|
private List<Item> GetAvailableMedicalItems()
|
|
{
|
|
List<Item> allInventoryItems = new List<Item>();
|
|
allInventoryItems.AddRange(Character.Inventory.Items);
|
|
if (Character.SelectedCharacter?.Inventory != null && Character.CanAccessInventory(Character.SelectedCharacter.Inventory))
|
|
{
|
|
allInventoryItems.AddRange(Character.SelectedCharacter.Inventory.Items);
|
|
}
|
|
if (Character.SelectedBy?.Inventory != null)
|
|
{
|
|
allInventoryItems.AddRange(Character.SelectedBy.Inventory.Items);
|
|
}
|
|
|
|
List<Item> medicalItems = new List<Item>();
|
|
foreach (Item item in allInventoryItems)
|
|
{
|
|
if (item == null) continue;
|
|
|
|
var containedItems = item.ContainedItems;
|
|
if (containedItems != null)
|
|
{
|
|
foreach (Item containedItem in containedItems)
|
|
{
|
|
if (containedItem == null) continue;
|
|
if (!containedItem.HasTag("medical") && !containedItem.HasTag("chem")) continue;
|
|
medicalItems.Add(containedItem);
|
|
}
|
|
}
|
|
|
|
if (!item.HasTag("medical") && !item.HasTag("chem")) continue;
|
|
medicalItems.Add(item);
|
|
}
|
|
|
|
return medicalItems.Distinct().ToList();
|
|
}
|
|
|
|
private void UpdateLimbIndicators(float deltaTime, Rectangle drawArea)
|
|
{
|
|
limbIndicatorOverlayAnimState += deltaTime * 8.0f;
|
|
|
|
highlightedLimbIndex = -1;
|
|
int i = 0;
|
|
foreach (LimbHealth limbHealth in limbHealths)
|
|
{
|
|
if (limbHealth.IndicatorSprite == null) continue;
|
|
|
|
float scale = Math.Min(drawArea.Width / (float)limbHealth.IndicatorSprite.SourceRect.Width, drawArea.Height / (float)limbHealth.IndicatorSprite.SourceRect.Height);
|
|
|
|
Rectangle highlightArea = GetLimbHighlightArea(limbHealth, drawArea);
|
|
|
|
if (highlightArea.Contains(PlayerInput.MousePosition))
|
|
{
|
|
highlightedLimbIndex = i;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
if (PlayerInput.LeftButtonClicked() && highlightedLimbIndex > -1)
|
|
{
|
|
selectedLimbIndex = highlightedLimbIndex;
|
|
//afflictionContainer.ClearChildren();
|
|
afflictionInfoContainer.ClearChildren();
|
|
}
|
|
}
|
|
|
|
private void DrawHealthWindow(SpriteBatch spriteBatch, Rectangle drawArea, bool allowHighlight, bool highlightAll)
|
|
{
|
|
if (Character.Removed) { return; }
|
|
|
|
int i = 0;
|
|
foreach (LimbHealth limbHealth in limbHealths)
|
|
{
|
|
if (limbHealth.IndicatorSprite == null) continue;
|
|
|
|
float damageLerp = limbHealth.TotalDamage > 0.0f ? MathHelper.Lerp(0.2f, 1.0f, limbHealth.TotalDamage / 100.0f) : 0.0f;
|
|
Color color = Character.IsDead ?
|
|
Color.Lerp(Color.Black, new Color(150, 100, 100), damageLerp) :
|
|
ToolBox.GradientLerp(damageLerp, Color.Green, Color.Orange, Color.Red);
|
|
float scale = Math.Min(drawArea.Width / (float)limbHealth.IndicatorSprite.SourceRect.Width, drawArea.Height / (float)limbHealth.IndicatorSprite.SourceRect.Height);
|
|
|
|
if (((i == highlightedLimbIndex || i == selectedLimbIndex) && allowHighlight) || highlightAll)
|
|
{
|
|
color = Color.Lerp(color, Color.White, 0.5f);
|
|
}
|
|
|
|
limbHealth.IndicatorSprite.Draw(spriteBatch,
|
|
drawArea.Center.ToVector2(), color,
|
|
limbHealth.IndicatorSprite.Origin,
|
|
0, scale);
|
|
i++;
|
|
}
|
|
|
|
spriteBatch.End();
|
|
spriteBatch.Begin(SpriteSortMode.Deferred, Lights.CustomBlendStates.Multiplicative);
|
|
|
|
float overlayScale = Math.Min(
|
|
drawArea.Width / (float)limbIndicatorOverlay.FrameSize.X,
|
|
drawArea.Height / (float)limbIndicatorOverlay.FrameSize.Y);
|
|
|
|
int frame = 0;
|
|
int frameCount = 17;
|
|
if (limbIndicatorOverlayAnimState >= frameCount * 2) limbIndicatorOverlayAnimState = 0.0f;
|
|
if (limbIndicatorOverlayAnimState < frameCount)
|
|
{
|
|
frame = (int)limbIndicatorOverlayAnimState;
|
|
}
|
|
else
|
|
{
|
|
frame = frameCount - (int)(limbIndicatorOverlayAnimState - (frameCount - 1));
|
|
}
|
|
|
|
limbIndicatorOverlay.Draw(spriteBatch, frame, drawArea.Center.ToVector2(), Color.Gray, origin: limbIndicatorOverlay.FrameSize.ToVector2() / 2, rotate: 0.0f,
|
|
scale: Vector2.One * overlayScale);
|
|
|
|
spriteBatch.End();
|
|
spriteBatch.Begin(SpriteSortMode.Deferred, blendState: BlendState.AlphaBlend, rasterizerState: GameMain.ScissorTestEnable);
|
|
|
|
i = 0;
|
|
foreach (LimbHealth limbHealth in limbHealths)
|
|
{
|
|
if (limbHealth.IndicatorSprite == null) continue;
|
|
float scale = Math.Min(drawArea.Width / (float)limbHealth.IndicatorSprite.SourceRect.Width, drawArea.Height / (float)limbHealth.IndicatorSprite.SourceRect.Height);
|
|
|
|
Rectangle highlightArea = new Rectangle(
|
|
(int)(drawArea.Center.X - (limbHealth.IndicatorSprite.Texture.Width / 2 - limbHealth.HighlightArea.X) * scale),
|
|
(int)(drawArea.Center.Y - (limbHealth.IndicatorSprite.Texture.Height / 2 - limbHealth.HighlightArea.Y) * scale),
|
|
(int)(limbHealth.HighlightArea.Width * scale),
|
|
(int)(limbHealth.HighlightArea.Height * scale));
|
|
|
|
if (selectedLimbIndex == i)
|
|
{
|
|
if (alignment == Alignment.Left)
|
|
{
|
|
GUI.DrawLine(spriteBatch,
|
|
highlightArea.Center.ToVector2(),
|
|
afflictionInfoContainer.Parent.Rect.Location.ToVector2() + Vector2.UnitY * 20,
|
|
Color.LightBlue * 0.3f, 0, 4);
|
|
}
|
|
else
|
|
{
|
|
GUI.DrawLine(spriteBatch,
|
|
highlightArea.Center.ToVector2(),
|
|
new Vector2(afflictionInfoContainer.Parent.Rect.Right, afflictionInfoContainer.Parent.Rect.Y + 20),
|
|
Color.LightBlue * 0.3f, 0, 4);
|
|
}
|
|
}
|
|
|
|
var slot = GUI.Style.GetComponentStyle("AfflictionIconSlot");
|
|
|
|
float iconScale = 0.3f * scale;
|
|
Vector2 iconPos = highlightArea.Center.ToVector2();
|
|
foreach (Affliction affliction in limbHealth.Afflictions)
|
|
{
|
|
DrawLimbAfflictionIcon(spriteBatch, affliction, slot, iconScale, ref iconPos);
|
|
}
|
|
|
|
foreach (Affliction affliction in afflictions)
|
|
{
|
|
Limb indicatorLimb = Character.AnimController.GetLimb(affliction.Prefab.IndicatorLimb);
|
|
if (indicatorLimb != null && indicatorLimb.HealthIndex == i)
|
|
{
|
|
DrawLimbAfflictionIcon(spriteBatch, affliction, slot, iconScale, ref iconPos);
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
|
|
if (draggingMed != null)
|
|
{
|
|
GUIImage itemImage = draggingMed.GetChild<GUIImage>();
|
|
float scale = Math.Min(40.0f / itemImage.Sprite.size.X, 40.0f / itemImage.Sprite.size.Y);
|
|
itemImage.Sprite.Draw(spriteBatch, PlayerInput.MousePosition, itemImage.Color, 0, scale);
|
|
}
|
|
|
|
if (dropItemAnimTimer > 0.0f && droppedItem?.Prefab.InventoryIcon != null)
|
|
{
|
|
var droppedItemSprite = droppedItem.Prefab.InventoryIcon ?? droppedItem.Sprite;
|
|
droppedItemSprite.Draw(spriteBatch, dropItemArea.Rect.Center.ToVector2(),
|
|
droppedItemSprite == droppedItem.Sprite ? droppedItem.GetSpriteColor() : droppedItem.GetInventoryIconColor(),
|
|
origin: droppedItemSprite.size / 2,
|
|
scale: MathHelper.SmoothStep(0.0f, 100.0f / droppedItemSprite.size.Length(), dropItemAnimTimer / dropItemAnimDuration));
|
|
}
|
|
}
|
|
|
|
private void DrawLimbAfflictionIcon(SpriteBatch spriteBatch, Affliction affliction, GUIComponentStyle slotStyle, float iconScale, ref Vector2 iconPos)
|
|
{
|
|
Vector2 iconSize = (affliction.Prefab.Icon.size * iconScale);
|
|
if (affliction.Strength < affliction.Prefab.ShowIconThreshold) return;
|
|
|
|
//afflictions that have a strength of less than 10 are faded out slightly
|
|
float alpha = MathHelper.Lerp(0.3f, 1.0f,
|
|
(affliction.Strength - affliction.Prefab.ShowIconThreshold) / Math.Min(affliction.Prefab.MaxStrength - affliction.Prefab.ShowIconThreshold, 10.0f));
|
|
|
|
slotStyle.Sprites[GUIComponent.ComponentState.None][0].Draw(
|
|
spriteBatch,
|
|
new Rectangle((iconPos - iconSize / 2.0f).ToPoint(), iconSize.ToPoint()),
|
|
slotStyle.Color * alpha);
|
|
affliction.Prefab.Icon.Draw(spriteBatch, iconPos - iconSize / 2.0f, affliction.Prefab.IconColor * alpha, 0, iconScale);
|
|
iconPos += new Vector2(10.0f, 20.0f) * iconScale;
|
|
}
|
|
|
|
private Rectangle GetLimbHighlightArea(LimbHealth limbHealth, Rectangle drawArea)
|
|
{
|
|
float scale = Math.Min(drawArea.Width / (float)limbHealth.IndicatorSprite.SourceRect.Width, drawArea.Height / (float)limbHealth.IndicatorSprite.SourceRect.Height);
|
|
return new Rectangle(
|
|
(int)(drawArea.Center.X - (limbHealth.IndicatorSprite.Texture.Width / 2 - limbHealth.HighlightArea.X) * scale),
|
|
(int)(drawArea.Center.Y - (limbHealth.IndicatorSprite.Texture.Height / 2 - limbHealth.HighlightArea.Y) * scale),
|
|
(int)(limbHealth.HighlightArea.Width * scale),
|
|
(int)(limbHealth.HighlightArea.Height * scale));
|
|
}
|
|
|
|
public void ClientRead(NetBuffer inc)
|
|
{
|
|
List<Pair<AfflictionPrefab, float>> newAfflictions = new List<Pair<AfflictionPrefab, float>>();
|
|
|
|
byte afflictionCount = inc.ReadByte();
|
|
for (int i = 0; i < afflictionCount; i++)
|
|
{
|
|
int afflictionPrefabIndex = inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
|
|
float afflictionStrength = inc.ReadSingle();
|
|
|
|
newAfflictions.Add(new Pair<AfflictionPrefab, float>(AfflictionPrefab.List[afflictionPrefabIndex], afflictionStrength));
|
|
}
|
|
|
|
foreach (Affliction affliction in afflictions)
|
|
{
|
|
//deactivate afflictions that weren't included in the network message
|
|
if (!newAfflictions.Any(a => a.First == affliction.Prefab))
|
|
{
|
|
affliction.Strength = 0.0f;
|
|
}
|
|
}
|
|
|
|
foreach (Pair<AfflictionPrefab, float> newAffliction in newAfflictions)
|
|
{
|
|
Affliction existingAffliction = afflictions.Find(a => a.Prefab == newAffliction.First);
|
|
if (existingAffliction == null)
|
|
{
|
|
afflictions.Add(newAffliction.First.Instantiate(newAffliction.Second));
|
|
}
|
|
else
|
|
{
|
|
existingAffliction.Strength = newAffliction.Second;
|
|
if (existingAffliction == stunAffliction) Character.SetStun(existingAffliction.Strength, true, true);
|
|
}
|
|
}
|
|
|
|
List<Triplet<LimbHealth, AfflictionPrefab, float>> newLimbAfflictions = new List<Triplet<LimbHealth, AfflictionPrefab, float>>();
|
|
byte limbAfflictionCount = inc.ReadByte();
|
|
for (int i = 0; i < limbAfflictionCount; i++)
|
|
{
|
|
int limbIndex = inc.ReadRangedInteger(0, limbHealths.Count - 1);
|
|
int afflictionPrefabIndex = inc.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
|
|
float afflictionStrength = inc.ReadSingle();
|
|
|
|
newLimbAfflictions.Add(new Triplet<LimbHealth, AfflictionPrefab, float>(limbHealths[limbIndex], AfflictionPrefab.List[afflictionPrefabIndex], afflictionStrength));
|
|
}
|
|
|
|
foreach (LimbHealth limbHealth in limbHealths)
|
|
{
|
|
foreach (Affliction affliction in limbHealth.Afflictions)
|
|
{
|
|
//deactivate afflictions that weren't included in the network message
|
|
if (!newLimbAfflictions.Any(a => a.First == limbHealth && a.Second == affliction.Prefab))
|
|
{
|
|
affliction.Strength = 0.0f;
|
|
}
|
|
}
|
|
|
|
foreach (Triplet<LimbHealth, AfflictionPrefab, float> newAffliction in newLimbAfflictions)
|
|
{
|
|
if (newAffliction.First != limbHealth) continue;
|
|
Affliction existingAffliction = limbHealth.Afflictions.Find(a => a.Prefab == newAffliction.Second);
|
|
if (existingAffliction == null)
|
|
{
|
|
limbHealth.Afflictions.Add(newAffliction.Second.Instantiate(newAffliction.Third));
|
|
}
|
|
else
|
|
{
|
|
existingAffliction.Strength = newAffliction.Third;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
partial void RemoveProjSpecific()
|
|
{
|
|
foreach (LimbHealth limbHealth in limbHealths)
|
|
{
|
|
if (limbHealth.IndicatorSprite != null)
|
|
{
|
|
limbHealth.IndicatorSprite.Remove();
|
|
limbHealth.IndicatorSprite = null;
|
|
}
|
|
}
|
|
|
|
limbIndicatorOverlay?.Remove();
|
|
limbIndicatorOverlay = null;
|
|
}
|
|
}
|
|
}
|