246 lines
10 KiB
C#
246 lines
10 KiB
C#
using Barotrauma.Networking;
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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 Barotrauma.Items.Components;
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namespace Barotrauma
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{
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class CharacterHUD
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{
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private static Sprite statusIcons;
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private static Sprite noiseOverlay, damageOverlay;
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private static GUIButton cprButton;
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private static GUIButton suicideButton;
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private static GUIProgressBar drowningBar, healthBar;
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private static float damageOverlayTimer;
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public static void TakeDamage(float amount)
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{
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healthBar.Flash();
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damageOverlayTimer = MathHelper.Clamp(amount * 0.1f, 0.2f, 5.0f);
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}
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public static void Update(float deltaTime, Character character)
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{
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if (drowningBar != null)
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{
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drowningBar.Update(deltaTime);
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if (character.Oxygen < 10.0f) drowningBar.Flash();
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}
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if (healthBar != null) healthBar.Update(deltaTime);
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if (cprButton != null && cprButton.Visible) cprButton.Update(deltaTime);
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if (GameMain.NetworkMember != null && suicideButton != null && suicideButton.Visible) suicideButton.Update(deltaTime);
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if (damageOverlayTimer > 0.0f) damageOverlayTimer -= deltaTime;
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}
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public static void Draw(SpriteBatch spriteBatch, Character character, Camera cam)
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{
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if (statusIcons == null)
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{
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statusIcons = new Sprite("Content/UI/statusIcons.png", Vector2.Zero);
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}
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if (noiseOverlay == null)
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{
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noiseOverlay = new Sprite("Content/UI/noise.png", Vector2.Zero);
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}
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if (damageOverlay == null)
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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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if (character.Inventory != null)
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{
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for (int i = 0; i< character.Inventory.Items.Length-1; i++)
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{
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var item = character.Inventory.Items[i];
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if (item == null || CharacterInventory.limbSlots[i]==LimbSlot.Any) continue;
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//var statusHUD = item.GetComponent<StatusHUD>();
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//if (statusHUD == null) continue;
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foreach (ItemComponent ic in item.components)
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{
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if (ic.DrawHudWhenEquipped) ic.DrawHUD(spriteBatch, character);
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}
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}
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}
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DrawStatusIcons(spriteBatch, character);
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if (!character.IsUnconscious)
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{
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if (character.Inventory != null && !character.LockHands &&
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character.Stun >= -0.1f) character.Inventory.DrawOwn(spriteBatch, Vector2.Zero);
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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character.SelectedCharacter.Inventory.DrawOwn(spriteBatch, new Vector2(320.0f, 0.0f));
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if (cprButton == null)
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{
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cprButton = new GUIButton(
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new Rectangle(character.SelectedCharacter.Inventory.SlotPositions[0].ToPoint() + new Point(150 + 320, 0), new Point(130, 20)), "Perform CPR", GUI.Style);
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cprButton.OnClicked = (button, userData) =>
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{
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if (Character.Controlled == null || Character.Controlled.SelectedCharacter == null) 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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foreach (Limb limb in Character.Controlled.SelectedCharacter.AnimController.Limbs)
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{
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limb.pullJoint.Enabled = false;
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}
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new NetworkEvent(NetworkEventType.SelectCharacter, Character.Controlled.ID, true, Character.Controlled.SelectedCharacter.ID);
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return true;
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};
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}
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//cprButton.Visible = character.GetSkillLevel("Medical") > 20.0f;
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if (cprButton.Visible) cprButton.Draw(spriteBatch);
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}
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if (character.ClosestCharacter != null && character.ClosestCharacter.CanBeSelected)
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{
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Vector2 startPos = character.DrawPosition + (character.ClosestCharacter.DrawPosition - character.DrawPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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textPos -= new Vector2(GUI.Font.MeasureString(character.ClosestCharacter.Info.Name).X / 2, 20);
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GUI.DrawString(spriteBatch, textPos, character.ClosestCharacter.Info.Name, Color.White, Color.Black, 2);
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}
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else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
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{
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var hudTexts = character.ClosestItem.GetHUDTexts(character);
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Vector2 startPos = new Vector2((int)(GameMain.GraphicsWidth / 2.0f), GameMain.GraphicsHeight);
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startPos.Y -= 50 + hudTexts.Count * 25;
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Vector2 textPos = startPos;
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textPos -= new Vector2((int)GUI.Font.MeasureString(character.ClosestItem.Name).X / 2, 20);
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GUI.DrawString(spriteBatch, textPos, character.ClosestItem.Name, Color.White, Color.Black * 0.7f, 2);
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textPos.Y += 30.0f;
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foreach (ColoredText coloredText in hudTexts)
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{
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textPos.X = (int)(startPos.X - GUI.SmallFont.MeasureString(coloredText.Text).X / 2);
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GUI.DrawString(spriteBatch, textPos, coloredText.Text, coloredText.Color, Color.Black * 0.7f, 2, GUI.SmallFont);
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textPos.Y += 25;
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}
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}
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}
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if (Screen.Selected == GameMain.EditMapScreen) return;
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if (character.IsUnconscious || (character.Oxygen < 80.0f && !character.IsDead))
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{
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Vector2 offset = Rand.Vector(noiseOverlay.size.X);
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offset.X = Math.Abs(offset.X);
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offset.Y = Math.Abs(offset.Y);
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float alpha = character.IsUnconscious ? 1.0f : Math.Min((80.0f - character.Oxygen)/50.0f, 0.8f);
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noiseOverlay.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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Vector2.Zero,
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Color.White * alpha);
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}
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else
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{
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if (suicideButton != null) suicideButton.Visible = false;
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}
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if (damageOverlayTimer>0.0f)
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{
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damageOverlay.Draw(spriteBatch, Vector2.Zero, Color.White * damageOverlayTimer, Vector2.Zero, 0.0f,
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new Vector2(GameMain.GraphicsWidth / damageOverlay.size.X, GameMain.GraphicsHeight / damageOverlay.size.Y));
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}
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if (character.IsUnconscious && GameMain.NetworkMember!=null)
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{
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if (suicideButton == null)
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{
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suicideButton = new GUIButton(
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new Rectangle(new Point(GameMain.GraphicsWidth / 2 - 60, 20), new Point(120, 20)), "Give in", GUI.Style);
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suicideButton.ToolTip = "Let go of your character and enter spectator mode (other players will now longer be able to revive you)";
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suicideButton.OnClicked = (button, userData) =>
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{
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character.Kill(character.CauseOfDeath);
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return true;
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};
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}
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suicideButton.Visible = true;
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suicideButton.Draw(spriteBatch);
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}
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}
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private static void DrawStatusIcons(SpriteBatch spriteBatch, Character character)
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{
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if (drowningBar == null)
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{
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int width = 100, height = 20;
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drowningBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 200, width, height), Color.Blue, GUI.Style, 1.0f, Alignment.TopLeft);
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new GUIImage(new Rectangle(-27, -7, 20, 20), new Rectangle(17, 0, 20, 24), statusIcons, Alignment.TopLeft, drowningBar);
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healthBar = new GUIProgressBar(new Rectangle(30, GameMain.GraphicsHeight - 230, width, height), Color.Red, GUI.Style, 1.0f, Alignment.TopLeft);
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new GUIImage(new Rectangle(-26, -7, 20, 20), new Rectangle(0, 0, 13, 24), statusIcons, Alignment.TopLeft, healthBar);
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}
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drowningBar.BarSize = character.Oxygen / 100.0f;
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if (drowningBar.BarSize < 0.99f)
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{
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drowningBar.Draw(spriteBatch);
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}
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healthBar.BarSize = character.Health / character.MaxHealth;
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if (healthBar.BarSize < 1.0f)
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{
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healthBar.Draw(spriteBatch);
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}
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int bloodDropCount = (int)Math.Floor(character.Bleeding);
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bloodDropCount = MathHelper.Clamp(bloodDropCount, 0, 5);
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for (int i = 1; i < bloodDropCount; i++)
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{
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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);
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}
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float pressureFactor = (character.AnimController.CurrentHull == null) ?
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100.0f : Math.Min(character.AnimController.CurrentHull.LethalPressure,100.0f);
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if (character.PressureProtection > 0.0f) pressureFactor = 0.0f;
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if (pressureFactor>0.0f)
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{
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float indicatorAlpha = ((float)Math.Sin(character.PressureTimer * 0.1f) + 1.0f) * 0.5f;
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indicatorAlpha = MathHelper.Clamp(indicatorAlpha, 0.1f, pressureFactor/100.0f);
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spriteBatch.Draw(statusIcons.Texture, new Vector2(10.0f, healthBar.Rect.Y - 60.0f), new Rectangle(0, 24, 24, 25), Color.White * indicatorAlpha);
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}
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}
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}
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}
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