- specific skills are required to fabricate some items - changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
76 lines
2.7 KiB
C#
76 lines
2.7 KiB
C#
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.Text;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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namespace Barotrauma.Items.Components
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{
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class StatusHUD : ItemComponent
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{
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private static readonly string[] BleedingTexts = {"Minor bleeding", "Bleeding", "Bleeding heavily", "Catastrophic Bleeding"};
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private static readonly string[] HealthTexts = { "No visible injuries", "Minor injuries", "Injured", "Major injuries", "Critically injured" };
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private static readonly string[] OxygenTexts = { "Oxygen level normal", "Gasping for air", "Signs of oxygen deprivation", "Not breathing" };
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public StatusHUD(Item item, XElement element)
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: base(item, element)
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{
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (character == null) return;
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GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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Color.Green * 0.1f, true);
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if (character.ClosestCharacter == null) return;
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var target = character.ClosestCharacter;
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Vector2 hudPos = GameMain.GameScreen.Cam.WorldToScreen(target.WorldPosition);
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hudPos += Vector2.UnitX * 50.0f;
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List<string> texts = new List<string>();
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texts.Add(target.Name);
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if (target.IsDead)
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{
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texts.Add("Deceased");
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}
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else
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{
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if (target.IsUnconscious) texts.Add("Unconscious");
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if (target.Stun > 0.01f) texts.Add("Stunned");
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int healthTextIndex = target.Health > 95.0f ? 0 :
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MathHelper.Clamp((int)Math.Ceiling((1.0f - (target.Health / 200.0f + 0.5f)) * HealthTexts.Length), 0, HealthTexts.Length - 1);
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texts.Add(HealthTexts[healthTextIndex]);
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int oxygenTextIndex = MathHelper.Clamp((int)Math.Floor((1.0f - (target.Oxygen / 200.0f + 0.5f)) * OxygenTexts.Length), 0, OxygenTexts.Length - 1);
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texts.Add(OxygenTexts[oxygenTextIndex]);
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if (target.Bleeding > 0.0f)
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{
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int bleedingTextIndex = MathHelper.Clamp((int)Math.Floor(target.Bleeding / 4.0f) * BleedingTexts.Length, 0, BleedingTexts.Length - 1);
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texts.Add(BleedingTexts[bleedingTextIndex]);
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}
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}
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foreach (string text in texts)
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{
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GUI.DrawString(spriteBatch, hudPos, text, Color.LightGreen, Color.Black * 0.7f, 2);
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hudPos.Y += 24.0f;
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}
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}
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}
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}
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