Standardized colors between DoAfter and Cooldown progress (red > yellow > green). (#2291)
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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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@@ -70,8 +70,9 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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private const int XPixelDiff = 20 * DoAfterBarScale;
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public const byte DoAfterBarScale = 2;
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private static readonly Color StartColor = new Color(0.8f, 0.0f, 0.2f);
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private static readonly Color EndColor = new Color(0.2f, 0.4f, 1.0f);
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private static readonly Color StartColor = new Color(0.8f, 0.0f, 0.2f); // red
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private static readonly Color EndColor = new Color(0.92f, 0.77f, 0.34f); // yellow
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private static readonly Color CompletedColor = new Color(0.0f, 0.8f, 0.27f); // green
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public DoAfterBar()
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{
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@@ -110,15 +111,15 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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}
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else if (Ratio >= 1.0f)
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{
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color = new Color(0.92f, 0.77f, 0.34f);
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color = CompletedColor;
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}
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else
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{
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// lerp
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color = new Color(
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StartColor.R + (EndColor.R - StartColor.R) * Ratio,
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StartColor.G + (EndColor.G - StartColor.G) * Ratio,
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StartColor.B + (EndColor.B - StartColor.B) * Ratio,
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StartColor.R + (EndColor.R - StartColor.R) * Ratio,
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StartColor.G + (EndColor.G - StartColor.G) * Ratio,
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StartColor.B + (EndColor.B - StartColor.B) * Ratio,
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StartColor.A);
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}
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@@ -133,4 +134,4 @@ 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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}
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}
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