Баффы (#510)
* Moodsystem cleanups * remove overhydrated and overfed mood debuffs * admins now join game deadmined + new player timers * faster arrivals * recharging rcd with metal, glass, plastic or cable coils * better timings and costs + building apc and camera * preparing for rpd * RPD + make RCD more generic * add rpd to atmos lockers, rcd to engivend * rcd and rpd to technologies * dont deadmin me in debug * rcd ammo buff * add ChargeCountModifier logic for non stackable items * increase time to become experienced player * Dynamic Radial Menus (#29678) * fix * Clean Some Code * Some Commentaries * Update Content.Client/UserInterface/Controls/RadialContainer.cs * Update Content.Client/UserInterface/Controls/RadialContainer.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * more dynamically parameters --------- Co-authored-by: Rinary <72972221+Rinary1@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -70,9 +70,15 @@ public class RadialContainer : LayoutContainer
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protected override void Draw(DrawingHandleScreen handle)
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{
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const float baseRadius = 15f; // WD
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const float radiusIncrement = 12f; // WD
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var children = ReserveSpaceForHiddenChildren ? Children : Children.Where(x => x.Visible);
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var childCount = children.Count();
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// Add padding from the center at higher child counts so they don't overlap.
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Radius = baseRadius + (childCount * radiusIncrement);
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// Determine the size of the arc, accounting for clockwise and anti-clockwise arrangements
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var arc = AngularRange.Y - AngularRange.X;
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arc = (arc < 0) ? MathF.Tau + arc : arc;
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