Objectives (#2459)
* temp commit to save progress * adds objectives * refactors mind.addobjective a bit * better names for my testobjectives which i'll remove later on anyways * nullable errors * some misc fixes * no sorted or set, what was i thinking here? * removes unused imports * added commands * fully implements stealcondition * started uiwork * moved prototypeicon to engine * removes objective class & uiwork * refactors ui to only update when opened adds progresstexturerect * adds some margin * removes some testing code * ignores objectiveprototypes on clientside * fixes * removes using statements for exp * gets the job * always show issuer * locs & _ * giving commands some love * Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs Co-authored-by: Exp <theexp111@gmail.com> * makes commands use new thingy * string interpolation * good catch exp * loc'd * linq gone * runtime * moves function from engine * oopsie * Update Content.Server/Objectives/Conditions/StealCondition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * makes messages directed * base call & validation * shuffle once * No? Money down! Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Shaders;
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@@ -105,16 +105,10 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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}
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color = new Color(1.0f, 0.0f, 0.0f, _flash ? 1.0f : 0.0f);
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}
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else if (Ratio >= 1.0f)
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{
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color = new Color(0f, 1f, 0f);
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}
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}
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else
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{
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// lerp
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var hue = (5f / 18f) * Ratio;
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color = Color.FromHsv((hue, 1f, 0.75f, 1f));
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color = DoAfterHelpers.GetProgressColor(Ratio);
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}
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handle.UseShader(_shader);
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@@ -128,4 +122,18 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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handle.DrawRect(box, color);
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}
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}
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public static class DoAfterHelpers
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{
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public static Color GetProgressColor(float progress)
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{
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if (progress >= 1.0f)
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{
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return new Color(0f, 1f, 0f);
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}
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// lerp
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var hue = (5f / 18f) * progress;
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return Color.FromHsv((hue, 1f, 0.75f, 1f));
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}
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}
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}
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