Add a toggle for colorblind friendly progress bar colors (#25318)
* Add a toggle for progress bar colors * yeah this thing * PJB review * optimization
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@@ -8,6 +8,8 @@ using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using System.Numerics;
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using Content.Shared.StatusIcon.Components;
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using Content.Client.UserInterface.Systems;
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using Robust.Shared.Prototypes;
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using static Robust.Shared.Maths.Color;
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namespace Content.Client.Overlays;
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@@ -17,19 +19,25 @@ namespace Content.Client.Overlays;
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/// </summary>
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public sealed class EntityHealthBarOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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private readonly IEntityManager _entManager;
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private readonly SharedTransformSystem _transform;
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private readonly MobStateSystem _mobStateSystem;
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private readonly MobThresholdSystem _mobThresholdSystem;
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private readonly ProgressColorSystem _progressColor;
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public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
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public HashSet<string> DamageContainers = new();
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private readonly ShaderInstance _shader;
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public EntityHealthBarOverlay(IEntityManager entManager)
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{
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IoCManager.InjectDependencies(this);
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_entManager = entManager;
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_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
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_mobStateSystem = _entManager.EntitySysManager.GetEntitySystem<MobStateSystem>();
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_mobThresholdSystem = _entManager.EntitySysManager.GetEntitySystem<MobThresholdSystem>();
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_transform = _entManager.System<SharedTransformSystem>();
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_mobStateSystem = _entManager.System<MobStateSystem>();
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_mobThresholdSystem = _entManager.System<MobThresholdSystem>();
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_progressColor = _entManager.System<ProgressColorSystem>();
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_shader = _prototype.Index<ShaderPrototype>("unshaded").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -42,6 +50,8 @@ public sealed class EntityHealthBarOverlay : Overlay
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var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
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var rotationMatrix = Matrix3.CreateRotation(-rotation);
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handle.UseShader(_shader);
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var query = _entManager.AllEntityQueryEnumerator<MobThresholdsComponent, MobStateComponent, DamageableComponent, SpriteComponent>();
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while (query.MoveNext(out var uid,
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out var mobThresholdsComponent,
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@@ -147,26 +157,11 @@ public sealed class EntityHealthBarOverlay : Overlay
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return (0, true);
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}
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public static Color GetProgressColor(float progress, bool crit)
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public Color GetProgressColor(float progress, bool crit)
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{
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if (progress >= 1.0f)
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{
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return SeaBlue;
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}
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if (crit)
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progress = 0;
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if (!crit)
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{
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switch (progress)
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{
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case > 0.90F:
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return SeaBlue;
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case > 0.50F:
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return Violet;
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case > 0.15F:
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return Ruber;
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}
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}
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return VividGamboge;
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return _progressColor.GetProgressColor(progress);
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}
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}
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