public void DrawDiseaseIndicator(Rect rect, CapacityUtility.DiseaseProgress disease)
        {
            // draw immunity
            Rect immunityRect = rect.ContractedBy(Mathf.Lerp(rect.width / 2f, 0f, disease.immunity));

            GUI.color = new Color(1f, 1f, 1f, Mathf.Lerp(.5f, 1f, disease.immunity));
            GUI.DrawTexture(immunityRect, Resources.Circle);

            // draw disease progress
            Rect diseaseProgressRect = rect.ContractedBy(Mathf.Lerp(rect.width / 2f, 0f, disease.severity));

            GUI.color = new Color(1f, .2f, .2f, Mathf.Lerp(.5f, 1f, disease.severity));
            GUI.DrawTexture(diseaseProgressRect, Resources.Circle);

            string label = $"{disease.label}: severity; {disease.severity.ToStringPercent()}, immunity; {disease.immunity.ToStringPercent()}";

            if (!disease.tended)
            {
                label += ", " + "NeedsTendingNow".Translate();
            }
            else if (disease.tillTendTicks > 0)
            {
                label += ", " + "NextTendIn".Translate(new object[] { disease.tillTendTicks.ToStringTicksToPeriod() });
            }

            GUI.color = Color.white;
            TooltipHandler.TipRegion(rect, () => label, rect.GetHashCode());

            // draw indicator
            GUI.color = disease.tended ? Color.white : Color.gray;
            GUI.DrawTexture(rect, Resources.DashCircle);
        }
Example #2
0
        public void DrawDiseaseIndicator(Rect rect, CapacityUtility.DiseaseProgress disease)
        {
            // draw immunity
            Rect immunityRect = rect.ContractedBy(Mathf.Lerp(rect.width / 2f, 0f, disease.immunity));

            GUI.color = new Color(1f, 1f, 1f, Mathf.Lerp(.5f, 1f, disease.immunity));
            GUI.DrawTexture(immunityRect, Resources.Circle);

            // draw disease progress
            Rect diseaseProgressRect = rect.ContractedBy(Mathf.Lerp(rect.width / 2f, 0f, disease.severity));

            GUI.color = new Color(1f, .2f, .2f, Mathf.Lerp(.5f, 1f, disease.severity));
            GUI.DrawTexture(diseaseProgressRect, Resources.Circle);
            GUI.color = Color.white;

            // draw indicator
            GUI.color = disease.tended ? Color.white : Color.gray;
            GUI.DrawTexture(rect, Resources.DashCircle);
        }