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237 lines
8.6 KiB
C#
237 lines
8.6 KiB
C#
using System.Numerics;
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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 Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client._White.EntityHealthBar;
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/// <summary>
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/// Yeah a lot of this is duplicated from doafters.
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/// Not much to be done until there's a generic HUD system
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/// </summary>
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public sealed class EntityHealthBarOverlay : Overlay
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{
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private readonly IEntityManager _entManager;
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private readonly SharedTransformSystem _transform;
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private readonly MobStateSystem _mobStateSystem;
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private readonly MobThresholdSystem _mobThresholdSystem;
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private readonly Texture _barTexture;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public List<string>? DamageContainers;
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// for icon frame change timer
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private int _iconFrame = 1;
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private const double DelayTime = 0.25;
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public EntityHealthBarOverlay(IEntityManager entManager)
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{
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_entManager = entManager;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_mobStateSystem = _entManager.EntitySysManager.GetEntitySystem<MobStateSystem>();
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_mobThresholdSystem = _entManager.EntitySysManager.GetEntitySystem<MobThresholdSystem>();
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var sprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_status.rsi"), "background");
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_barTexture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
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Timer.SpawnRepeating(TimeSpan.FromSeconds(DelayTime), () =>
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{
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if (_iconFrame < 8)
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_iconFrame++;
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else
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_iconFrame = 1;
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}, new System.Threading.CancellationToken());
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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var handle = args.WorldHandle;
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var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
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var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
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const float scale = 1f;
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3Helpers.CreateRotation(-rotation);
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var query = _entManager.EntityQueryEnumerator<MobStateComponent, DamageableComponent, MobThresholdsComponent>();
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while (query.MoveNext(out var uid, out var mob, out var dmg, out var thresholds))
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{
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if (!xformQuery.TryGetComponent(uid, out var xform) ||
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xform.MapID != args.MapId)
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{
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continue;
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}
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if (dmg.DamageContainerID == null || DamageContainers != null && !DamageContainers.Contains(dmg.DamageContainerID))
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continue;
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var worldPosition = _transform.GetWorldPosition(xform);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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ContentMathHelper.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
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ContentMathHelper.Multiply(rotationMatrix, scaledWorld, out var matty);
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handle.SetTransform(matty);
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// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
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// by the bar.
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float yOffset;
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float xIconOffset;
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float yIconOffset;
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if (spriteQuery.TryGetComponent(uid, out var sprite))
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{
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yOffset = sprite.Bounds.Height + 12f;
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yIconOffset = sprite.Bounds.Height + 7f;
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xIconOffset = sprite.Bounds.Width + 7f;
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}
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else
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{
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yOffset = 1f;
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yIconOffset = 1f;
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xIconOffset = 1f;
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}
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// Position above the entity (we've already applied the matrix transform to the entity itself)
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// Offset by the texture size for every do_after we have.
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var position = new Vector2(-_barTexture.Width / 2f / EyeManager.PixelsPerMeter,
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yOffset / EyeManager.PixelsPerMeter);
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// Draw the underlying bar texture
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if (sprite is {ContainerOccluded: false})
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handle.DrawTexture(_barTexture, position);
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else
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continue;
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// Draw state icon
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if (dmg.DamageContainerID == "Biological")
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{
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string currentState;
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if (_mobStateSystem.IsAlive(uid, mob))
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{
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currentState = "life_state";
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}
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else
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{
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if (_mobStateSystem.IsCritical(uid, mob) &&
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_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical,
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out var _, thresholds))
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currentState = "defib_state";
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else
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currentState = "dead_state";
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}
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var iconSprite = new SpriteSpecifier.Rsi(new ResPath("/Textures/Interface/Misc/health_state.rsi"),
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currentState);
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var stateIcon = spriteSys.RsiStateLike(iconSprite)
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.GetFrame(0, GetIconFrame(spriteSys.RsiStateLike(iconSprite)));
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var iconPosition = new Vector2(xIconOffset / EyeManager.PixelsPerMeter,
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yIconOffset / EyeManager.PixelsPerMeter);
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handle.DrawTexture(stateIcon, iconPosition);
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}
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// we are all progressing towards death every day
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(float ratio, bool inCrit) deathProgress = CalcProgress(uid, mob, dmg, thresholds);
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var color = GetProgressColor(deathProgress.ratio, deathProgress.inCrit);
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// Hardcoded width of the progress bar because it doesn't match the texture.
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const float startX = 1f;
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const float endX = 15f;
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var xProgress = (endX - startX) * deathProgress.ratio + startX;
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var box = new Box2(new Vector2(startX, 0f) / EyeManager.PixelsPerMeter, new Vector2(xProgress, 2f) / EyeManager.PixelsPerMeter);
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box = box.Translated(position);
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handle.DrawRect(box, color);
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}
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handle.UseShader(null);
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handle.SetTransform(Matrix3.Identity);
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}
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private int GetIconFrame(IRsiStateLike sprite)
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{
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// var _spriteSys = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
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if (sprite.AnimationFrameCount <= 1)
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return 0;
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var currentFrame = _iconFrame;
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int result;
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while (true)
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{
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if (currentFrame > 0 && currentFrame > sprite.AnimationFrameCount)
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{
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currentFrame -= sprite.AnimationFrameCount;
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}
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else
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{
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result = currentFrame - 1;
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break;
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}
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}
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return result;
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}
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/// <summary>
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/// Returns a ratio between 0 and 1, and whether the entity is in crit.
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/// </summary>
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private (float, bool) CalcProgress(EntityUid uid, MobStateComponent component, DamageableComponent dmg, MobThresholdsComponent thresholds)
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{
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if (_mobStateSystem.IsAlive(uid, component))
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{
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold, thresholds))
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return (1, false);
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var ratio = 1 - ((FixedPoint2) (dmg.TotalDamage / threshold)).Float();
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return (ratio, false);
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}
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if (_mobStateSystem.IsCritical(uid, component))
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{
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholds) ||
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!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Dead, out var deadThreshold, thresholds))
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{
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return (1, true);
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}
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var ratio = 1 -
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((dmg.TotalDamage - critThreshold) /
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(deadThreshold - critThreshold)).Value.Float();
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return (ratio, true);
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}
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return (0, true);
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}
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public static Color GetProgressColor(float progress, bool crit)
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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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if (!crit)
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{
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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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else
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{
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return Color.Red;
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}
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}
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}
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