@@ -1,11 +1,8 @@
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using System.Numerics;
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using Content.Client.UserInterface.Systems;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.StatusIcon.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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@@ -88,10 +85,6 @@ public sealed class EntityHealthBarOverlay : Overlay
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continue;
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}
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// we are all progressing towards death every day
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if (CalcProgress(uid, mobStateComponent, damageableComponent, mobThresholdsComponent) is not { } deathProgress)
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continue;
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||||
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||||
var worldPosition = _transform.GetWorldPosition(xform);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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@@ -104,6 +97,10 @@ public sealed class EntityHealthBarOverlay : Overlay
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var widthOfMob = bounds.Width * EyeManager.PixelsPerMeter;
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var position = new Vector2(-widthOfMob / EyeManager.PixelsPerMeter / 2, yOffset / EyeManager.PixelsPerMeter);
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||||
// we are all progressing towards death every day
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||||
(float ratio, bool inCrit) deathProgress = CalcProgress(uid, mobStateComponent, damageableComponent, mobThresholdsComponent);
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||||
|
||||
var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
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||||
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||||
// Hardcoded width of the progress bar because it doesn't match the texture.
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@@ -131,13 +128,10 @@ public sealed class EntityHealthBarOverlay : Overlay
|
||||
/// <summary>
|
||||
/// Returns a ratio between 0 and 1, and whether the entity is in crit.
|
||||
/// </summary>
|
||||
private (float ratio, bool inCrit)? CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
|
||||
private (float, bool) CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
|
||||
{
|
||||
if (_mobStateSystem.IsAlive(uid, component))
|
||||
{
|
||||
if (dmg.HealthBarThreshold != null && dmg.TotalDamage < dmg.HealthBarThreshold)
|
||||
return null;
|
||||
|
||||
if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds) &&
|
||||
!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out threshold, thresholds))
|
||||
return (1, false);
|
||||
|
||||
Reference in New Issue
Block a user