Kill Seperated Mindshield Icons (#25303)
* Unghettoify mindshield icons Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged. * TG icon for shield probably better than the shitty one I made in paint * forgor meta.json I forgor * Emo review Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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@@ -84,21 +84,27 @@ public sealed class StatusIconOverlay : Overlay
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{
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if (accOffsetL + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
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break;
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accOffsetL += texture.Height;
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if (proto.Layer == StatusIconLayer.Base)
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{
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accOffsetL += texture.Height;
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countL++;
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}
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yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetL / EyeManager.PixelsPerMeter;
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xOffset = -(bounds.Width + sprite.Offset.X) / 2f;
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countL++;
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}
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else
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{
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if (accOffsetR + texture.Height > sprite.Bounds.Height * EyeManager.PixelsPerMeter)
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break;
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accOffsetR += texture.Height;
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if (proto.Layer == StatusIconLayer.Base)
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{
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accOffsetR += texture.Height;
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countR++;
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}
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yOffset = (bounds.Height + sprite.Offset.Y) / 2f - (float) accOffsetR / EyeManager.PixelsPerMeter;
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xOffset = (bounds.Width + sprite.Offset.X) / 2f - (float) texture.Width / EyeManager.PixelsPerMeter;
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countR++;
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}
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var position = new Vector2(xOffset, yOffset);
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