Reworked textures for HealthPanel
BIN
dev_stuff/healthPanelHideMale.psd
Normal file
@@ -221,7 +221,7 @@ function PlayerHandler.UpdateCicatrization()
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TOC_DEBUG.print("updating cicatrization for " .. tostring(limbName))
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TOC_DEBUG.print("updating cicatrization for " .. tostring(limbName))
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if cicTime > 0 then
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if cicTime > 0 then
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cicTime = cicTime - 60 -- 1 per minute, each cicatrizationTime is divisible by 60
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cicTime = cicTime - 1
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modDataHandler:setCicatrizationTime(limbName, cicTime)
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modDataHandler:setCicatrizationTime(limbName, cicTime)
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TOC_DEBUG.print("new cicatrization time: " .. tostring(cicTime))
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TOC_DEBUG.print("new cicatrization time: " .. tostring(cicTime))
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if cicTime < 0 then
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if cicTime < 0 then
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@@ -44,7 +44,7 @@ function ISHealthPanel:doBodyPartContextMenu(bodyPart, x, y)
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end
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end
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--* Modifications to handle visible amputation on the health menu *--
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--* Modifications and additional methods to handle visible amputation on the health menu *--
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local og_ISHealthPanel_initialise = ISHealthPanel.initialise
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local og_ISHealthPanel_initialise = ISHealthPanel.initialise
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function ISHealthPanel:initialise()
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function ISHealthPanel:initialise()
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@@ -70,27 +70,37 @@ function ISHealthPanel:setOtherPlayer(playerObj)
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--CachedDataHandler.CalculateAmputatedLimbs(self.character:getUsername())
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--CachedDataHandler.CalculateAmputatedLimbs(self.character:getUsername())
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end
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end
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---Get a value between 1 and 0.1 for the cicatrization time
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---@param cicTime integer
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---@return integer
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local function GetScaledCicatrizationTime(cicTime)
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return math.max(math.min(cicTime/100, 1), 0.1)
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end
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---Try to draw the highest amputation in the health panel, based on the cicatrization time
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---@param side string L or R
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---@param username string
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function ISHealthPanel:tryDrawHighestAmputation(side, username)
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if self.highestAmputations[side] == nil then return end
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local cicTime = ModDataHandler.GetInstance(username):getCicatrizationTime(self.highestAmputations[side])
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local scaledCicTIme = GetScaledCicatrizationTime(cicTime)
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local texture = StaticData.HEALTH_PANEL_TEXTURES[self.sexPl][self.highestAmputations[side]]
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self:drawTexture(texture, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 1, scaledCicTIme, 1, 1)
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end
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local og_ISHealthPanel_render = ISHealthPanel.render
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local og_ISHealthPanel_render = ISHealthPanel.render
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function ISHealthPanel:render()
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function ISHealthPanel:render()
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og_ISHealthPanel_render(self)
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og_ISHealthPanel_render(self)
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local username = self.character:getUsername()
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local username = self.character:getUsername()
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--CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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self.highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
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self.highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
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if self.highestAmputations ~= nil then
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if self.highestAmputations ~= nil then
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-- Left Texture
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-- Left Texture
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if self.highestAmputations["L"] then
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self:tryDrawHighestAmputation("L", username)
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local textureL = StaticData.HEALTH_PANEL_TEXTURES[self.sexPl][self.highestAmputations["L"]]
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self:drawTexture(textureL, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 1, 1, 0, 0)
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end
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-- Right Texture
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-- Right Texture
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if self.highestAmputations["R"] then
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self:tryDrawHighestAmputation("R", username)
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local textureR = StaticData.HEALTH_PANEL_TEXTURES[self.sexPl][self.highestAmputations["R"]]
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self:drawTexture(textureR, self.healthPanel.x/2 + 2, self.healthPanel.y/2, 1, 1, 0, 0)
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end
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else
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else
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-- Request caching data
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-- Request caching data
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TOC_DEBUG.print("highest amputated limbs was nil, calculating and getting it now for" .. username)
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TOC_DEBUG.print("highest amputated limbs was nil, calculating and getting it now for" .. username)
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@@ -64,7 +64,7 @@ StaticData.BODYLOCS_IND_BPT = {}
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---@param side string
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---@param side string
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local function AssembleHandData(assembledName, side)
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local function AssembleHandData(assembledName, side)
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 60
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 60
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 1200
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 120
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 2
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 2
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = {}
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = {}
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.ForeArm .. "_" .. side
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.ForeArm .. "_" .. side
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@@ -74,7 +74,7 @@ end
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---@param side string
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---@param side string
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local function AssembleForearmData(assembledName, side)
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local function AssembleForearmData(assembledName, side)
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 80
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 80
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 1800
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 144
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 3
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 3
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side }
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side }
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.UpperArm .. "_" .. side
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.UpperArm .. "_" .. side
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@@ -84,7 +84,7 @@ end
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---@param side string
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---@param side string
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local function AssembleUpperarmData(assembledName, side)
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local function AssembleUpperarmData(assembledName, side)
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 100
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 100
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 1800
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 192
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 4
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 4
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side,
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side,
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StaticData.PARTS_IND_STR.ForeArm .. "_" .. side }
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StaticData.PARTS_IND_STR.ForeArm .. "_" .. side }
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@@ -178,23 +178,23 @@ StaticData.TRAITS_BP = {
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StaticData.HEALTH_PANEL_TEXTURES = {
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StaticData.HEALTH_PANEL_TEXTURES = {
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Female = {
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Female = {
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Hand_L = getTexture("media/ui/Hand_L.png"),
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Hand_L = getTexture("media/ui/Female/Hand_L.png"),
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ForeArm_L = getTexture("media/ui/ForeArm_L.png"),
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ForeArm_L = getTexture("media/ui/Female/ForeArm_L.png"),
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UpperArm_L = getTexture("media/ui/UpperArm_L.png"),
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UpperArm_L = getTexture("media/ui/Female/UpperArm_L.png"),
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Hand_R = getTexture("media/ui/Hand_R.png"),
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Hand_R = getTexture("media/ui/Female/Hand_R.png"),
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ForeArm_R = getTexture("media/ui/ForeArm_R.png"),
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ForeArm_R = getTexture("media/ui/Female/ForeArm_R.png"),
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UpperArm_R = getTexture("media/ui/UpperArm_R.png")
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UpperArm_R = getTexture("media/ui/Female/UpperArm_R.png")
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},
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},
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Male = {
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Male = {
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Hand_L = getTexture("media/ui/Hand_L.png"),
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Hand_L = getTexture("media/ui/Male/Hand_L.png"),
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ForeArm_L = getTexture("media/ui/ForeArm_L.png"),
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ForeArm_L = getTexture("media/ui/Male/ForeArm_L.png"),
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UpperArm_L = getTexture("media/ui/UpperArm_L.png"),
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UpperArm_L = getTexture("media/ui/Male/UpperArm_L.png"),
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Hand_R = getTexture("media/ui/Hand_R.png"),
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Hand_R = getTexture("media/ui/Male/Hand_R.png"),
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ForeArm_R = getTexture("media/ui/ForeArm_R.png"),
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ForeArm_R = getTexture("media/ui/Male/ForeArm_R.png"),
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UpperArm_R = getTexture("media/ui/UpperArm_R.png")
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UpperArm_R = getTexture("media/ui/Male/UpperArm_R.png")
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}
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}
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}
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}
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Before Width: | Height: | Size: 3.7 KiB After Width: | Height: | Size: 3.7 KiB |
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Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
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Before Width: | Height: | Size: 3.8 KiB After Width: | Height: | Size: 3.8 KiB |
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
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Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
BIN
media/ui/Male/ForeArm_L.png
Normal file
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After Width: | Height: | Size: 957 B |
BIN
media/ui/Male/ForeArm_R.png
Normal file
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After Width: | Height: | Size: 1.0 KiB |
BIN
media/ui/Male/Hand_L.png
Normal file
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After Width: | Height: | Size: 1.1 KiB |
BIN
media/ui/Male/Hand_R.png
Normal file
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After Width: | Height: | Size: 1.1 KiB |
BIN
media/ui/Male/UpperArm_L.png
Normal file
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After Width: | Height: | Size: 946 B |
BIN
media/ui/Male/UpperArm_R.png
Normal file
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After Width: | Height: | Size: 1.0 KiB |
BIN
media/ui/male_base_test.png
Normal file
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After Width: | Height: | Size: 5.6 KiB |