Files
LuaCsForBarotraumaEP/Subsurface/Source/Characters/CharacterHUD.cs
Regalis ae4e4d8f34 - wiring tool bugfixes
- new oxygen and welding fuel tank sprites
- more reliable method of checking that the sub can pass through the level
- moved the name of the highlighted item to the bottom of the screen
2016-03-11 19:12:07 +02:00

166 lines
6.7 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
class CharacterHUD
{
private static Sprite statusIcons;
private static Sprite noiseOverlay, damageOverlay;
private static GUIProgressBar drowningBar, healthBar;
private static float damageOverlayTimer;
public static void TakeDamage(float amount)
{
healthBar.Flash();
damageOverlayTimer = MathHelper.Clamp(amount * 0.1f, 0.2f, 5.0f);
}
public static void Update(float deltaTime, Character character)
{
if (drowningBar != null)
{
drowningBar.Update(deltaTime);
if (character.Oxygen < 10.0f) drowningBar.Flash();
}
if (healthBar != null) healthBar.Update(deltaTime);
if (damageOverlayTimer > 0.0f) damageOverlayTimer -= deltaTime;
}
public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam)
{
if (statusIcons == null)
{
statusIcons = new Sprite("Content/UI/statusIcons.png", Vector2.Zero);
}
if (noiseOverlay == null)
{
noiseOverlay = new Sprite("Content/UI/noise.png", Vector2.Zero);
}
if (damageOverlay == null)
{
damageOverlay = new Sprite("Content/UI/damageOverlay.png", Vector2.Zero);
}
DrawStatusIcons(spriteBatch, character);
if (character.Inventory != null && !character.LockHands) character.Inventory.DrawOwn(spriteBatch, Vector2.Zero);
if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory!=null)
{
character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(320.0f, 0.0f));
}
if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
{
Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
startPos = cam.WorldToScreen(startPos);
Vector2 textPos = startPos;
textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.White, Color.Black, 2);
}
else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
{
var hudTexts = character.ClosestItem.GetHUDTexts(character);
Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), (int)(GameMain.GraphicsHeight));
startPos.Y -= 50 + hudTexts.Count * 25;
Vector2 textPos = startPos;
textPos -= new Vector2((int)GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.White, Color.Black * 0.7f, 2);
textPos.Y += 30.0f;
foreach (ColoredText coloredText in hudTexts)
{
textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X / 2);
GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color, Color.Black*0.7f, 2, GUI.SmallFont);
textPos.Y += 25;
}
}
if (Screen.Selected == GameMain.EditMapScreen) return;
if (character.Oxygen < 80.0f && !character.IsDead)
{
Vector2 offset = Rand.Vector(noiseOverlay.size.X);
offset.X = Math.Abs(offset.X);
offset.Y = Math.Abs(offset.Y);
noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
Vector2.Zero,
Color.White * Math.Min((80.0f - character.Oxygen) / 50.0f, 0.8f));
}
if (damageOverlayTimer>0.0f)
{
damageOverlay.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayTimer, Vector2.Zero, 0.0f,
new Vector2(GameMain.GraphicsWidth / damageOverlay.size.X, GameMain.GraphicsHeight / damageOverlay.size.Y));
}
}
private static void DrawStatusIcons(SpriteBatch spriteBatch, Character character)
{
if (drowningBar == null)
{
int width = 100, height = 20;
drowningBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 200, width, height), Color.Blue, GUI.Style, 1.0f, Alignment.TopLeft);
new GUIImage(new Rectangle(-27, -7, 20, 20), new Rectangle(17, 0, 20, 24), statusIcons, Alignment.TopLeft, drowningBar);
healthBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 230, width, height), Color.Red, GUI.Style, 1.0f, Alignment.TopLeft);
new GUIImage(new Rectangle(-26, -7, 20, 20), new Rectangle(0, 0, 13, 24), statusIcons, Alignment.TopLeft, healthBar);
}
drowningBar.BarSize = character.Oxygen / 100.0f;
if (drowningBar.BarSize < 0.99f)
{
drowningBar.Draw(spriteBatch);
}
healthBar.BarSize = character.Health / character.MaxHealth;
if (healthBar.BarSize < 1.0f)
{
healthBar.Draw(spriteBatch);
}
int bloodDropCount = (int)Math.Floor(character.Bleeding);
bloodDropCount = MathHelper.Clamp(bloodDropCount, 0, 5);
for (int i = 1; i < bloodDropCount; i++)
{
spriteBatch.Draw(statusIcons.Texture, new Vector2(5.0f + 20 * i, healthBar.Rect.Y - 20.0f), new Rectangle(39, 3, 15, 19), Color.White * 0.8f);
}
float pressureFactor = (character.AnimController.CurrentHull == null) ?
100.0f : Math.Min(character.AnimController.CurrentHull.LethalPressure,100.0f);
if (character.PressureProtection > 0.0f) pressureFactor = 0.0f;
if (pressureFactor>0.0f)
{
float indicatorAlpha = ((float)Math.Sin(character.PressureTimer * 0.1f) + 1.0f) * 0.5f;
indicatorAlpha = MathHelper.Clamp(indicatorAlpha, 0.1f, pressureFactor/100.0f);
spriteBatch.Draw(statusIcons.Texture, new Vector2(10.0f, healthBar.Rect.Y - 60.0f), new Rectangle(0, 24, 24, 25), Color.White * indicatorAlpha);
}
}
}
}