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:
@@ -8,28 +8,49 @@ namespace Robust.Client.UserInterface.Controls
|
||||
{
|
||||
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)
|
||||
{
|
||||
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 <Vector2> 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user