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Colour changes by poise state
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commit
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@ -145,7 +145,7 @@ const CRITICAL_HP_COLOR: Color = Color::Rgba(0.79, 0.19, 0.17, 1.0);
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const STAMINA_COLOR: Color = Color::Rgba(0.29, 0.62, 0.75, 0.9);
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const STAMINA_COLOR: Color = Color::Rgba(0.29, 0.62, 0.75, 0.9);
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const ENEMY_HP_COLOR: Color = Color::Rgba(0.93, 0.1, 0.29, 1.0);
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const ENEMY_HP_COLOR: Color = Color::Rgba(0.93, 0.1, 0.29, 1.0);
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const XP_COLOR: Color = Color::Rgba(0.59, 0.41, 0.67, 1.0);
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const XP_COLOR: Color = Color::Rgba(0.59, 0.41, 0.67, 1.0);
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const POISE_COLOR: Color = Color::Rgba(0.70, 0.0, 0.50, 1.0);
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const POISE_COLOR: Color = Color::Rgba(0.70, 0.0, 0.60, 1.0);
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const POISEBAR_TICK_COLOR: Color = Color::Rgba(0.70, 0.90, 0.0, 1.0);
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const POISEBAR_TICK_COLOR: Color = Color::Rgba(0.70, 0.90, 0.0, 1.0);
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//const TRANSPARENT: Color = Color::Rgba(0.0, 0.0, 0.0, 0.0);
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//const TRANSPARENT: Color = Color::Rgba(0.0, 0.0, 0.0, 0.0);
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//const FOCUS_COLOR: Color = Color::Rgba(1.0, 0.56, 0.04, 1.0);
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//const FOCUS_COLOR: Color = Color::Rgba(1.0, 0.56, 0.04, 1.0);
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@ -25,7 +25,7 @@ use common::comp::{
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self,
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self,
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ability::AbilityInput,
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ability::AbilityInput,
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item::{ItemDesc, MaterialStatManifest},
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item::{ItemDesc, MaterialStatManifest},
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Ability, ActiveAbilities, Body, Energy, Health, Inventory, Poise, SkillSet,
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Ability, ActiveAbilities, Body, Energy, Health, Inventory, Poise, PoiseState, SkillSet,
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};
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};
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use conrod_core::{
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use conrod_core::{
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color,
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color,
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@ -482,6 +482,14 @@ impl<'a> Skillbar<'a> {
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state.ids.poise_tick_4,
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state.ids.poise_tick_4,
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];
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];
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let poise_colour = match self.poise.poise_state() {
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self::PoiseState::KnockedDown => BLACK,
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self::PoiseState::Dazed => Color::Rgba(0.25, 0.0, 0.15, 1.0),
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self::PoiseState::Stunned => Color::Rgba(0.40, 0.0, 0.30, 1.0),
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self::PoiseState::Interrupted => Color::Rgba(0.55, 0.0, 0.45, 1.0),
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_ => POISE_COLOR,
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};
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Image::new(self.imgs.poise_bg)
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Image::new(self.imgs.poise_bg)
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.w_h(323.0, 14.0)
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.w_h(323.0, 14.0)
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.mid_top_with_margin_on(state.ids.frame, -offset)
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.mid_top_with_margin_on(state.ids.frame, -offset)
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@ -491,7 +499,7 @@ impl<'a> Skillbar<'a> {
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.set(state.ids.poise_alignment, ui);
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.set(state.ids.poise_alignment, ui);
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Image::new(self.imgs.bar_content)
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Image::new(self.imgs.bar_content)
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.w_h(319.0 * poise_percentage / 100.0, 10.0)
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.w_h(319.0 * poise_percentage / 100.0, 10.0)
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.color(Some(POISE_COLOR))
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.color(Some(poise_colour))
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.top_left_with_margins_on(state.ids.poise_alignment, 0.0, 0.0)
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.top_left_with_margins_on(state.ids.poise_alignment, 0.0, 0.0)
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.set(state.ids.poise_filling, ui);
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.set(state.ids.poise_filling, ui);
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for (i, threshold) in self::Poise::POISE_THRESHOLDS.iter().enumerate() {
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for (i, threshold) in self::Poise::POISE_THRESHOLDS.iter().enumerate() {
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