Revert to old cooldown and unify with DoAfter (#2469)
Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
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@@ -56,23 +56,20 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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/// Is the cancellation bar red?
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/// </summary>
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private bool _flash = true;
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/// <summary>
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/// Last time we swapped the flash.
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/// </summary>
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private TimeSpan _lastFlash;
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/// <summary>
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/// How long each cancellation bar flash lasts in seconds.
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/// </summary>
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private const float FlashTime = 0.125f;
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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); // 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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@@ -108,28 +105,25 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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}
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color = new Color(1.0f, 0.0f, 0.0f, _flash ? 1.0f : 0.0f);
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}
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}
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else if (Ratio >= 1.0f)
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{
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color = CompletedColor;
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color = new Color(0f, 1f, 0f);
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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.A);
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var hue = (5f / 18f) * Ratio;
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color = Color.FromHsv((hue, 1f, 0.75f, 1f));
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}
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handle.UseShader(_shader);
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// If you want to make this less hard-coded be my guest
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var leftOffset = 2 * DoAfterBarScale;
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var box = new UIBox2i(
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leftOffset,
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leftOffset,
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-2 + 2 * DoAfterBarScale,
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leftOffset + (int) (XPixelDiff * Ratio),
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leftOffset + (int) (XPixelDiff * Ratio),
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-2);
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handle.DrawRect(box, color);
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}
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@@ -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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