Revert to old cooldown and unify with DoAfter (#2469)

Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
This commit is contained in:
Tomeno
2020-11-02 11:32:03 +01:00
committed by GitHub
parent b5d48e4db0
commit 015539dcdc
2 changed files with 14 additions and 26 deletions

View File

@@ -27,29 +27,23 @@ namespace Content.Client.UserInterface
/// Possible values range from 1 to -1, where 1 to 0 is a depleting circle animation and 0 to -1 is a blink animation.
/// </summary>
public float Progress { get; set; }
private static readonly Color StartColor = new Color(0.8f, 0.0f, 0.2f); // red
private static readonly Color EndColor = new Color(0.92f, 0.77f, 0.34f); // yellow
private static readonly Color CompletedColor = new Color(0.0f, 0.8f, 0.27f); // green
protected override void Draw(DrawingHandleScreen handle)
{
Span<float> x = stackalloc float[10];
Span<float> x = new float[10];
Color color;
var lerp = 1f - MathF.Abs(Progress); // for future bikeshedding purposes
if (Progress >= 0f)
{
color = new Color(
EndColor.R + (StartColor.R - EndColor.R) * Progress,
EndColor.G + (StartColor.G - EndColor.G) * Progress,
EndColor.B + (StartColor.B - EndColor.B) * Progress,
EndColor.A);
var hue = (5f / 18f) * lerp;
color = Color.FromHsv((hue, 0.75f, 0.75f, 0.50f));
}
else
{
var alpha = MathHelper.Clamp(0.5f * lerp, 0f, 0.5f);
color = CompletedColor.WithAlpha(alpha);
color = new Color(1f, 1f, 1f, alpha);
}
_shader.SetParameter("progress", Progress);