Revert to old cooldown and unify with DoAfter (#2469)
Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
This commit is contained in:
@@ -27,29 +27,23 @@ namespace Content.Client.UserInterface
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/// Possible values range from 1 to -1, where 1 to 0 is a depleting circle animation and 0 to -1 is a blink animation.
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/// </summary>
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public float Progress { get; set; }
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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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protected override void Draw(DrawingHandleScreen handle)
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{
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Span<float> x = stackalloc float[10];
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Span<float> x = new float[10];
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Color color;
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var lerp = 1f - MathF.Abs(Progress); // for future bikeshedding purposes
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if (Progress >= 0f)
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{
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color = new Color(
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EndColor.R + (StartColor.R - EndColor.R) * Progress,
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EndColor.G + (StartColor.G - EndColor.G) * Progress,
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EndColor.B + (StartColor.B - EndColor.B) * Progress,
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EndColor.A);
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var hue = (5f / 18f) * lerp;
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color = Color.FromHsv((hue, 0.75f, 0.75f, 0.50f));
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}
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else
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{
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var alpha = MathHelper.Clamp(0.5f * lerp, 0f, 0.5f);
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color = CompletedColor.WithAlpha(alpha);
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color = new Color(1f, 1f, 1f, alpha);
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}
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_shader.SetParameter("progress", Progress);
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