Health bar overlay refactor

This commit is contained in:
Aviu00
2024-01-24 14:42:36 +03:00
parent b0e55ed2a9
commit 8c75cde3e2

View File

@@ -7,7 +7,6 @@ using Content.Shared.FixedPoint;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using Robust.Shared.Timing;
@@ -27,8 +26,8 @@ public sealed class EntityHealthBarOverlay : Overlay
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public List<string>? DamageContainers;
// for icon frame change timer
int iconFrame = 1;
double delayTime = 0.25;
private int _iconFrame = 1;
private const double DelayTime = 0.25;
public EntityHealthBarOverlay(IEntityManager entManager)
{
@@ -40,12 +39,12 @@ public sealed class EntityHealthBarOverlay : Overlay
var sprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_status.rsi"), "background");
_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
Timer.SpawnRepeating(TimeSpan.FromSeconds(delayTime), () =>
Timer.SpawnRepeating(TimeSpan.FromSeconds(DelayTime), () =>
{
if (iconFrame < 8)
iconFrame++;
if (_iconFrame < 8)
_iconFrame++;
else
iconFrame = 1;
_iconFrame = 1;
}, new System.Threading.CancellationToken());
}
@@ -56,15 +55,17 @@ public sealed class EntityHealthBarOverlay : Overlay
var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var _spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
var spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
const float scale = 1f;
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
foreach (var (mob, dmg, threasholds) in _entManager.EntityQuery<MobStateComponent, DamageableComponent, MobThresholdsComponent>(true))
var query = _entManager.EntityQueryEnumerator<MobStateComponent, DamageableComponent, MobThresholdsComponent>();
while (query.MoveNext(out var uid, out var mob, out var dmg, out var thresholds))
{
if (!xformQuery.TryGetComponent(mob.Owner, out var xform) ||
if (!xformQuery.TryGetComponent(uid, out var xform) ||
xform.MapID != args.MapId)
{
continue;
@@ -86,7 +87,7 @@ public sealed class EntityHealthBarOverlay : Overlay
float yOffset;
float xIconOffset;
float yIconOffset;
if (spriteQuery.TryGetComponent(mob.Owner, out var sprite))
if (spriteQuery.TryGetComponent(uid, out var sprite))
{
yOffset = sprite.Bounds.Height + 12f;
yIconOffset = sprite.Bounds.Height + 7f;
@@ -105,7 +106,7 @@ public sealed class EntityHealthBarOverlay : Overlay
yOffset / EyeManager.PixelsPerMeter);
// Draw the underlying bar texture
if (sprite != null && !sprite.ContainerOccluded)
if (sprite is {ContainerOccluded: false})
handle.DrawTexture(_barTexture, position);
else
continue;
@@ -113,34 +114,34 @@ public sealed class EntityHealthBarOverlay : Overlay
// Draw state icon
if (dmg.DamageContainerID == "Biological")
{
string current_state;
if (_mobStateSystem.IsAlive(mob.Owner, mob))
string currentState;
if (_mobStateSystem.IsAlive(uid, mob))
{
current_state = "life_state";
currentState = "life_state";
}
else
{
if (_mobStateSystem.IsCritical(mob.Owner, mob) &&
_mobThresholdSystem.TryGetThresholdForState(mob.Owner, MobState.Critical,
out var critThreshold))
current_state = "defib_state";
if (_mobStateSystem.IsCritical(uid, mob) &&
_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical,
out var _, thresholds))
currentState = "defib_state";
else
current_state = "dead_state";
currentState = "dead_state";
}
var icon_sprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_state.rsi"),
current_state);
Texture _stateIcon = _spriteSys.RsiStateLike(icon_sprite)
.GetFrame(0, GetIconFrame(_spriteSys.RsiStateLike(icon_sprite)));
var iconSprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_state.rsi"),
currentState);
var stateIcon = spriteSys.RsiStateLike(iconSprite)
.GetFrame(0, GetIconFrame(spriteSys.RsiStateLike(iconSprite)));
var icon_position = new Vector2(xIconOffset / EyeManager.PixelsPerMeter,
var iconPosition = new Vector2(xIconOffset / EyeManager.PixelsPerMeter,
yIconOffset / EyeManager.PixelsPerMeter);
handle.DrawTexture(_stateIcon, icon_position);
handle.DrawTexture(stateIcon, iconPosition);
}
// we are all progressing towards death every day
(float ratio, bool inCrit) deathProgress = CalcProgress(mob.Owner, mob, dmg);
(float ratio, bool inCrit) deathProgress = CalcProgress(uid, mob, dmg, thresholds);
var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
@@ -161,13 +162,13 @@ public sealed class EntityHealthBarOverlay : Overlay
private int GetIconFrame(IRsiStateLike sprite)
{
var _spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
// var _spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
if (sprite.AnimationFrameCount <= 1)
return 0;
var currentFrame = iconFrame;
var result = 0;
var currentFrame = _iconFrame;
int result;
while (true)
{
if (currentFrame > 0 && currentFrame > sprite.AnimationFrameCount)
@@ -186,11 +187,11 @@ public sealed class EntityHealthBarOverlay : Overlay
/// <summary>
/// Returns a ratio between 0 and 1, and whether the entity is in crit.
/// </summary>
private (float, bool) CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg)
private (float, bool) CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
{
if (_mobStateSystem.IsAlive(uid, component))
{
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold))
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds))
return (1, false);
var ratio = 1 - ((FixedPoint2) (dmg.TotalDamage / threshold)).Float();
@@ -199,8 +200,8 @@ public sealed class EntityHealthBarOverlay : Overlay
if (_mobStateSystem.IsCritical(uid, component))
{
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold) ||
!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold))
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholds) ||
!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold, thresholds))
{
return (1, true);
}