zombiesurvival-evolved/gamemodes/zombiesurvival/entities/effects/floatingscore_heal.lua

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EFFECT.LifeTime = 3
function EFFECT:Init(data)
self:SetRenderBounds(Vector(-64, -64, -64), Vector(64, 64, 64))
self.Seed = math.Rand(0, 10)
local pos = data:GetOrigin()
local amount = math.Round(data:GetMagnitude())
self.Pos = pos
self.Amount = amount
self.DeathTime = CurTime() + self.LifeTime
end
function EFFECT:Think()
self.Pos.z = self.Pos.z + FrameTime() * 32
return CurTime() < self.DeathTime
end
local col = Color(30, 255, 30, 255)
local col2 = Color(0, 0, 0, 255)
function EFFECT:Render()
local delta = math.Clamp(self.DeathTime - CurTime(), 0, self.LifeTime) / self.LifeTime
col.a = delta * 240
col2.a = col.a
local ang = EyeAngles()
local right = ang:Right()
ang:RotateAroundAxis(ang:Up(), -90)
ang:RotateAroundAxis(ang:Forward(), 90)
cam.IgnoreZ(true)
cam.Start3D2D(self.Pos + math.sin(CurTime() + self.Seed) * 30 * delta * right, ang, (delta * 0.12 + 0.045) / 2)
draw.SimpleText(self.Amount, "ZS3D2DFont2Big", 0, -21, col, TEXT_ALIGN_CENTER)
cam.End3D2D()
cam.IgnoreZ(false)
end