Adds color changing to cooldown circle and a blink animation when done (#1087)

Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
This commit is contained in:
Tomeno
2020-06-09 12:18:09 +02:00
committed by GitHub
parent df342548b5
commit 4cb61b8693
2 changed files with 33 additions and 12 deletions

View File

@@ -8,28 +8,49 @@ namespace Robust.Client.UserInterface.Controls
{ {
public class CooldownGraphic : Control public class CooldownGraphic : Control
{ {
public float Fraction { get; set; } /// <summary>
/// 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.
/// </summary>
public float Progress { get; set; }
protected override void Draw(DrawingHandleScreen handle) protected override void Draw(DrawingHandleScreen handle)
{ {
const int maxSegments = 64; const int maxSegments = 64;
const float segment = MathHelper.TwoPi / maxSegments; 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 effective_fraction = Progress >= 0f ? Progress : 1f; // we want the full circle for the blink
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 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 ring_radius = (Math.Min(SizeBox.Height, SizeBox.Width) / 2) * 0.5625f; 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 <Vector2> vertices = stackalloc Vector2[segments * 2]; Span <Vector2> vertices = stackalloc Vector2[segments * 2];
var center = PixelPosition + SizeBox.Center; var center = PixelPosition + SizeBox.Center;
for (int i = 0; i < segments; i++) for (int i = 0; i < segments; i++)
{ {
var angle = MathHelper.Pi + Math.Min(max, segment * 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] = 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) * ring_radius, (float) Math.Cos(angle) * ring_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);
} }
} }
} }

View File

@@ -100,12 +100,12 @@ namespace Content.Client.UserInterface
var end = cooldown.CooldownEnd.Value; var end = cooldown.CooldownEnd.Value;
var length = (end - start).TotalSeconds; var length = (end - start).TotalSeconds;
var progress = (_gameTiming.CurTime - start).TotalSeconds; var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
var ratio = 1 - (float)(progress / length).Clamp(0, 1); 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; cooldownDisplay.Visible = true;
} }