Removed EGUI in favor of UI Rework by Sota Added in GTR Optimized for higher res textures, over Zone Reality Remade and removed all files that conflicted from ZRR to save storage space.
48 lines
1.7 KiB
Plaintext
48 lines
1.7 KiB
Plaintext
XML_bars = CScriptXmlInit()
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XML_bars:ParseFile("ui_condition_bars.xml")
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local bar_list = {
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["condition_progess_bar"] = { min= {255,196,18,18,0}, mid= {255,255,255,118,0.5}, max= {255,107,207,119,1}, background= true},
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["power_progess_bar"] = { def= GetARGB(255,86,196,209), background= true },
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["uses_progess_bar"] = { def= GetARGB(255,255,255,255), background= false },
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}
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local lerp_color = utils_xml.lerp_color
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function on_game_start()
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_Add_ProgressBar = utils_ui.UICellItem.Add_ProgressBar
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utils_ui.UICellItem.Add_ProgressBar = function(self, xml, obj, sec, clsid)
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_Add_ProgressBar(self, xml, obj, sec, clsid)
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if (not self.bar) or (self.manual) or (self.alt_bar_set == sec) then return end
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-- Hide all bars
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self.bar:Show(false)
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local multiuse = IsItem("multiuse",sec)
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self.bar = XML_bars:InitProgressBar(multiuse and "bar_uses" or "bar_cond", self.cell)
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local h_bar = self.bar:GetHeight()
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self.bar:SetWndPos(vector2():set( 0 , (self.H - h_bar)))
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-- Set progress
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local cond = multiuse and (obj:get_remaining_uses()/10) or round_idp(obj:condition(), 1)
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self.bar:SetProgressPos( clamp(cond,0,1) )
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-- Bar properties
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local str = SYS_GetParam(0,sec, "condition_bar","condition_progess_bar")
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local props = bar_list[str]
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local color = props.def or lerp_color( cond , props.min , props.mid , props.max )
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if color then
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self.bar:SetColor( color )
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end
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self.bar:ShowBackground(props.background)
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self.bar:Show(true)
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self.alt_bar_set = sec -- so the bars don't constantly reset
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end
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end |