Beispiel #1
0
        public void DrawSelectionOverlayOnGUI(Pawn colonist, Rect rect)
        {
            Thing obj = colonist;

            if (colonist.Dead)
            {
                obj = colonist.Corpse;
            }
            float num = 0.4f * TacticUtils.TacticalColonistBar.Scale;

            SelectionDrawerUtility.CalculateSelectionBracketPositionsUI <object>(textureSize: new Vector2((float)SelectionDrawerUtility.SelectedTexGUI.width * num, (float)SelectionDrawerUtility.SelectedTexGUI.height * num), bracketLocs: bracketLocs, obj: (object)obj, rect: rect, selectTimes: SelectionDrawer.SelectTimes, jumpDistanceFactor: 20f * TacticUtils.TacticalColonistBar.Scale);
            DrawSelectionOverlayOnGUI(bracketLocs, num);
        }
Beispiel #2
0
        private static void DrawSelectionOverlayOnGUI(Pawn colonist, Rect rect)
        {
            Thing obj = colonist;

            if (colonist.Dead)
            {
                obj = colonist.Corpse;
            }
            float   num         = 0.4f * Scale;
            Vector2 textureSize = new Vector2(SelectionDrawerUtility.SelectedTexGUI.width * num, SelectionDrawerUtility.SelectedTexGUI.height * num);

            SelectionDrawerUtility.CalculateSelectionBracketPositionsUI(bracketLocs, obj, rect, SelectionDrawer.SelectTimes, textureSize, ColBarSettings.BaseSizeFloat * 0.4f * Scale);
            DrawSelectionOverlayOnGUI(bracketLocs, num);
        }
Beispiel #3
0
        private static void DrawSelectionBracketOnGUIFor(WorldObject obj)
        {
            Vector2 vector = obj.ScreenPos();

            SelectionDrawerUtility.CalculateSelectionBracketPositionsUI <WorldObject>(rect: new Rect(vector.x - 17.5f, vector.y - 17.5f, 35f, 35f), textureSize: new Vector2((float)SelectionDrawerUtility.SelectedTexGUI.width * 0.4f, (float)SelectionDrawerUtility.SelectedTexGUI.height * 0.4f), bracketLocs: bracketLocs, obj: obj, selectTimes: selectTimes, jumpDistanceFactor: 25f);
            if (obj.HiddenBehindTerrainNow())
            {
                GUI.color = HiddenSelectionBracketColor;
            }
            else
            {
                GUI.color = Color.white;
            }
            int num = 90;

            for (int i = 0; i < 4; i++)
            {
                Widgets.DrawTextureRotated(bracketLocs[i], SelectionDrawerUtility.SelectedTexGUI, (float)num, 0.4f);
                num += 90;
            }
            GUI.color = Color.white;
        }
Beispiel #4
0
        public static void DrawProgressBarOnGUIFor(WorldObject obj, float curProgress)
        {
            Vector2 vector      = obj.ScreenPos();
            Rect    rect        = new Rect(vector.x - 17.5f, vector.y - 17.5f, 35f, 35f);
            Vector2 textureSize = new Vector2((float)SelectionDrawerUtility.SelectedTexGUI.width * 0.4f, (float)SelectionDrawerUtility.SelectedTexGUI.height * 0.4f);

            SelectionDrawerUtility.CalculateSelectionBracketPositionsUI <WorldObject>(WorldProgressBarDrawer.bracketLocs, obj, rect, WorldProgressBarDrawer.selectTimes, textureSize, 25f);
            //if (obj.HiddenBehindTerrainNow())
            //{
            //    GUI.color = WorldProgressBarDrawer.HiddenSelectionBracketColor;
            //}
            //else
            //{
            //    GUI.color = Color.white;
            //}
            //int num = 90;
            //for (int i = 0; i < 4; i++)
            //{
            //if (i == 2)
            DrawScalingTextureRotated(WorldProgressBarDrawer.bracketLocs[2], LearningReadout.ProgressBarFillTex, 90f, curProgress, 0.4f);
            //num += 90;
            //}
            //GUI.color = Color.white;
        }
        private static void DrawSelectionBracketOnGUIFor(WorldObject obj)
        {
            Vector2 vector      = obj.ScreenPos();
            Rect    rect        = new Rect((float)(vector.x - 17.5), (float)(vector.y - 17.5), 35f, 35f);
            Vector2 textureSize = new Vector2((float)((float)SelectionDrawerUtility.SelectedTexGUI.width * 0.40000000596046448), (float)((float)SelectionDrawerUtility.SelectedTexGUI.height * 0.40000000596046448));

            SelectionDrawerUtility.CalculateSelectionBracketPositionsUI(WorldSelectionDrawer.bracketLocs, obj, rect, WorldSelectionDrawer.selectTimes, textureSize, 25f);
            if (obj.HiddenBehindTerrainNow())
            {
                GUI.color = WorldSelectionDrawer.HiddenSelectionBracketColor;
            }
            else
            {
                GUI.color = Color.white;
            }
            int num = 90;

            for (int i = 0; i < 4; i++)
            {
                Widgets.DrawTextureRotated(WorldSelectionDrawer.bracketLocs[i], SelectionDrawerUtility.SelectedTexGUI, (float)num, 0.4f);
                num += 90;
            }
            GUI.color = Color.white;
        }