diff --git a/Content.Client/UserInterface/CooldownGraphic.cs b/Content.Client/UserInterface/CooldownGraphic.cs
index bb0f1c39ce..4e1cd2f484 100644
--- a/Content.Client/UserInterface/CooldownGraphic.cs
+++ b/Content.Client/UserInterface/CooldownGraphic.cs
@@ -8,28 +8,49 @@ namespace Robust.Client.UserInterface.Controls
{
public class CooldownGraphic : Control
{
- public float Fraction { get; set; }
+ ///
+ /// Progress of the cooldown animation.
+ /// Possible values range from 1 to -1, where 1 to 0 is a depleting circle animation and 0 to -1 is a blink animation.
+ ///
+ public float Progress { get; set; }
protected override void Draw(DrawingHandleScreen handle)
{
const int maxSegments = 64;
const float segment = MathHelper.TwoPi / maxSegments;
- var segments = (int)Math.Max(2, Math.Ceiling(maxSegments * Fraction)); // ensure that we always have at least 3 vertices
- var max = MathHelper.TwoPi * Fraction;
- var radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.875f; // 28/32 = 0.875 - 2 pixels inwards from the edge
- var ring_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.5625f;
+ var effective_fraction = Progress >= 0f ? Progress : 1f; // we want the full circle for the blink
+
+ var segments = (int)Math.Max(2, Math.Ceiling(maxSegments * effective_fraction) + 1); // ensure that we always have at least 3 vertices, we also need one more segment
+ var max = MathHelper.TwoPi * effective_fraction;
+ var outer_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.875f; // 28/32 = 0.875 - 2 pixels inwards from the edge
+ var inner_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.5625f; // 18/32 = 0.5625 - 5 pixels thick
Span vertices = stackalloc Vector2[segments * 2];
var center = PixelPosition + SizeBox.Center;
for (int i = 0; i < segments; i++)
{
var angle = MathHelper.Pi + Math.Min(max, segment * i);
- vertices[2*i] = center + new Vector2((float) Math.Sin(angle) * radius, (float) Math.Cos(angle) * radius);
- vertices[2*i + 1] = center + new Vector2((float) Math.Sin(angle) * ring_radius, (float) Math.Cos(angle) * ring_radius);
+ vertices[2*i] = center + new Vector2((float) Math.Sin(angle) * outer_radius, (float) Math.Cos(angle) * outer_radius);
+ vertices[2*i + 1] = center + new Vector2((float) Math.Sin(angle) * inner_radius, (float) Math.Cos(angle) * inner_radius);
}
- handle.DrawPrimitives(DrawPrimitiveTopology.TriangleStrip, vertices, new Color(0.3f, 0.3f, 0.4f, 0.75f));
+ Color draw_color;
+
+ var fraction_lerp = 1f - Math.Abs(Progress); // for future bikeshedding purposes
+
+ if (Progress >= 0f)
+ {
+ var hue = (5f / 18f) * fraction_lerp;
+ draw_color = Color.FromHsv((hue, 0.75f, 0.75f, 0.50f));
+ }
+ else
+ {
+ var alpha = Math.Clamp(0.5f * fraction_lerp, 0f, 0.5f);
+ draw_color = new Color(1f, 1f, 1f, alpha);
+ }
+
+ handle.DrawPrimitives(DrawPrimitiveTopology.TriangleStrip, vertices, draw_color);
}
}
}
diff --git a/Content.Client/UserInterface/ItemSlotManager.cs b/Content.Client/UserInterface/ItemSlotManager.cs
index a1daa70ebe..69a7736b55 100644
--- a/Content.Client/UserInterface/ItemSlotManager.cs
+++ b/Content.Client/UserInterface/ItemSlotManager.cs
@@ -100,12 +100,12 @@ namespace Content.Client.UserInterface
var end = cooldown.CooldownEnd.Value;
var length = (end - start).TotalSeconds;
- var progress = (_gameTiming.CurTime - start).TotalSeconds;
- var ratio = 1 - (float)(progress / length).Clamp(0, 1);
+ var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
+ var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
- cooldownDisplay.Fraction = ratio;
+ cooldownDisplay.Progress = (float)ratio.Clamp(-1, 1);
- if (ratio > 0)
+ if (ratio > -1f)
{
cooldownDisplay.Visible = true;
}