e9da54c2f9
Too many changes to list.
124 lines
3.9 KiB
Lua
124 lines
3.9 KiB
Lua
local PANEL = {}
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local matGlow = Material("sprites/glow04_noz")
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local texDownEdge = surface.GetTextureID("gui/gradient_down")
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local colHealth = Color(0, 0, 0, 240)
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local function ContentsPaint(self, w, h)
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local lp = MySelf
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if lp:IsValid() then
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local screenscale = BetterScreenScale()
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local health = math.max(lp:Health(), 0)
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local healthperc = math.Clamp(health / lp:GetMaxHealthEx(), 0, 1)
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local wid, hei = 300 * screenscale, 18 * screenscale
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colHealth.r = (1 - healthperc) * 180
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colHealth.g = healthperc * 180
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colHealth.b = 0
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local x = 18 * screenscale
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local y = 115 * screenscale
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local subwidth = healthperc * wid
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draw.SimpleTextBlurry(health, "ZSHUDFont", x + wid + 12 * screenscale, y + 8 * screenscale, colHealth, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER)
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surface.SetDrawColor(0, 0, 0, 230)
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surface.DrawRect(x, y, wid, hei)
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surface.SetDrawColor(colHealth.r * 0.6, colHealth.g * 0.6, colHealth.b, 160)
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surface.SetTexture(texDownEdge)
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surface.DrawTexturedRect(x + 2, y + 1, subwidth - 4, hei - 2)
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surface.SetDrawColor(colHealth.r * 0.6, colHealth.g * 0.6, colHealth.b, 30)
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surface.DrawRect(x + 2, y + 1, subwidth - 4, hei - 2)
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surface.SetMaterial(matGlow)
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surface.SetDrawColor(255, 255, 255, 255)
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surface.DrawTexturedRect(x + 2 + subwidth - 6, y + 1 - hei/2, 4, hei * 2)
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local phantomhealth = math.max(lp:GetPhantomHealth(), 0)
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healthperc = math.Clamp(phantomhealth / lp:GetMaxHealthEx(), 0, 1)
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colHealth.r = 100
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colHealth.g = 90
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colHealth.b = 80
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local phantomwidth = healthperc * wid
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surface.SetDrawColor(colHealth.r, colHealth.g, colHealth.b, 160)
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surface.SetTexture(texDownEdge)
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surface.DrawTexturedRect(x + 2 + subwidth - 4, y + 1, phantomwidth, hei - 2)
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surface.SetDrawColor(colHealth.r, colHealth.g, colHealth.b, 30)
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surface.DrawRect(x + 2 + subwidth - 4, y + 1, phantomwidth, hei - 2)
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if lp:Team() == TEAM_HUMAN then
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local bloodarmor = lp:GetBloodArmor()
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if bloodarmor > 0 then
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x = 78 * screenscale
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y = 142 * screenscale
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wid, hei = 240 * screenscale, 14 * screenscale
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healthperc = math.Clamp(bloodarmor / (lp.MaxBloodArmor or 10), 0, 1)
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colHealth.r = 50 + healthperc * 205
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colHealth.g = 0
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colHealth.b = (1 - healthperc) * 50
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subwidth = healthperc * wid
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draw.SimpleTextBlurry(bloodarmor, "ZSHUDFontSmall", x + wid + 12 * screenscale, y + 8 * screenscale, colHealth, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER)
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surface.SetDrawColor(0, 0, 0, 230)
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surface.DrawRect(x, y, wid, hei)
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surface.SetDrawColor(colHealth.r * 0.6, colHealth.g * 0.6, colHealth.b, 160)
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surface.SetTexture(texDownEdge)
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surface.DrawTexturedRect(x + 2, y + 1, subwidth - 4, hei - 2)
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surface.SetDrawColor(colHealth.r * 0.5, colHealth.g * 0.5, colHealth.b, 30)
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surface.DrawRect(x + 2, y + 1, subwidth - 4, hei - 2)
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surface.SetMaterial(matGlow)
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surface.SetDrawColor(255, 255, 255, 255)
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surface.DrawTexturedRect(x + 2 + subwidth - 6, y + 1 - hei/2, 4, hei * 2)
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end
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end
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end
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end
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function PANEL:Init()
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self:DockMargin(0, 0, 0, 0)
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self:DockPadding(0, 0, 0, 0)
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local contents = vgui.Create("Panel", self)
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contents:Dock(FILL)
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contents.Paint = ContentsPaint
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self:ParentToHUD()
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self:InvalidateLayout()
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end
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function PANEL:PerformLayout()
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local screenscale = BetterScreenScale()
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self:SetSize(screenscale * 500, screenscale * 168)
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self:AlignLeft()
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self:AlignBottom()
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end
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local matGradientLeft = CreateMaterial("gradient-l", "UnlitGeneric", {["$basetexture"] = "vgui/gradient-l", ["$vertexalpha"] = "1", ["$vertexcolor"] = "1", ["$ignorez"] = "1", ["$nomip"] = "1"})
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function PANEL:Paint(w, h)
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local y = h * 0.6
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h = h - y
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surface.SetDrawColor(0, 0, 0, 180)
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surface.DrawRect(0, y, w * 0.4, h + 1)
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surface.SetMaterial(matGradientLeft)
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surface.DrawTexturedRect(w * 0.4, y, w * 0.6, h + 1)
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--surface.DrawLine(0, y, w, y)
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surface.SetDrawColor(0, 0, 0, 250)
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surface.SetMaterial(matGradientLeft)
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surface.DrawTexturedRect(0, y, w, 1)
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return true
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end
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vgui.Register("ZSHealthArea", PANEL, "Panel")
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