public void UpdateNanitesformation() { // Get the ship generation and generation potential int shipNanites = CGameShips.Ship.GetComponent <CShipNaniteSystem>().ShipCurentNanites; int shipNanitesPotential = CGameShips.Ship.GetComponent <CShipNaniteSystem>().ShipNanitesPotential; // Calculate the value ratio float value = (float)shipNanites / (float)shipNanitesPotential; if (float.IsNaN(value)) { value = 0.0f; } // Update the bar CDUIUtilites.LerpBarColor(value, m_NanitesBar); m_NanitesBar.value = value; // Update the lable m_NanitesRate.color = CDUIUtilites.LerpColor(value); m_NanitesRate.text = shipNanites + " / " + shipNanitesPotential; // Update the positive/negative report if (value < m_LastNanitesValue) { m_NanitesNegative.enabled = true; m_NanitesPositive.enabled = false; m_NanitesIdle.enabled = false; } else if (value > m_LastNanitesValue) { m_NanitesNegative.enabled = false; m_NanitesPositive.enabled = true; m_NanitesIdle.enabled = false; } else { m_NanitesNegative.enabled = false; m_NanitesPositive.enabled = false; m_NanitesIdle.enabled = true; m_NanitesIdle.color = CDUIUtilites.LerpColor(value); } m_LastNanitesValue = value; }
public void UpdatePropulsionformation() { // Get the ship generation and generation potential float shipGeneration = CGameShips.Ship.GetComponent <CShipPropulsionSystem>().ShipCurentPropulsion; float shipGenerationPotential = CGameShips.Ship.GetComponent <CShipPropulsionSystem>().ShipPropulsionPotential; // Calculate the value ratio float value = shipGeneration / shipGenerationPotential; if (float.IsNaN(value)) { value = 0.0f; } // Update the bar CDUIUtilites.LerpBarColor(value, m_PropulsionBar); m_PropulsionBar.value = value; // Update the lable m_PropulsionRate.color = CDUIUtilites.LerpColor(value); m_PropulsionRate.text = Mathf.RoundToInt(shipGeneration) + " / " + Mathf.RoundToInt(shipGenerationPotential); // Update the positive/negative report if (value < m_LastPropulsionValue) { m_PropulsionNegative.enabled = true; m_PropulsionPositive.enabled = false; m_PropulsionIdle.enabled = false; } else if (value > m_LastPropulsionValue) { m_PropulsionNegative.enabled = false; m_PropulsionPositive.enabled = true; m_PropulsionIdle.enabled = false; } else { m_PropulsionNegative.enabled = false; m_PropulsionPositive.enabled = false; m_PropulsionIdle.enabled = true; m_PropulsionIdle.color = CDUIUtilites.LerpColor(value); } m_LastPropulsionValue = value; }
public void UpdateChargeInformation() { // Get the ship charge, charge capacity and charge capacity potential float shipCharge = CGameShips.Ship.GetComponent <CShipPowerSystem>().ShipCurrentCharge; float shipChargeCapacity = CGameShips.Ship.GetComponent <CShipPowerSystem>().ShipCurrentChargeCapacity; // Calculate the value ratio float value = shipCharge / shipChargeCapacity; if (float.IsNaN(value)) { value = 0.0f; } // Update the bar CDUIUtilites.LerpBarColor(value, m_ChargeBar); m_ChargeBar.value = value; // Update the lable m_ChargeRate.color = CDUIUtilites.LerpColor(value); m_ChargeRate.text = Mathf.RoundToInt(shipCharge) + " / " + Mathf.RoundToInt(shipChargeCapacity); // Update the positive/negative report if (value < m_LastChargeValue) { m_ChargeNegative.enabled = true; m_ChargePositive.enabled = false; m_ChargeIdle.enabled = false; } else if (value > m_LastChargeValue) { m_ChargeNegative.enabled = false; m_ChargePositive.enabled = true; m_ChargeIdle.enabled = false; } else { m_ChargeNegative.enabled = false; m_ChargePositive.enabled = false; m_ChargeIdle.enabled = true; m_ChargeIdle.color = CDUIUtilites.LerpColor(value); } m_LastChargeValue = value; }
private void UpdateCapacitorVariables() { // Get the current charge, intial capacity and current capacity float currentCharge = m_CachedPowerStorageBehaviour.BatteryCharge; float currentCapacity = m_CachedPowerStorageBehaviour.BatteryCapacity; float initialCapacity = m_CachedPowerCapacitor.m_MaxPowerBatteryCapacity; // Update the charge value m_CapacityBar.value = currentCharge / currentCapacity; // Update the bar colors float value = currentCapacity / initialCapacity; CDUIUtilites.LerpBarColor(value, m_CapacityBar); // Update the label m_Charge.text = currentCharge.ToString() + " / " + currentCapacity.ToString(); }
private void UpdateCapacitorVariables() { // Get the current charge, intial capacity and current capacity float currentNanites = m_CachedNaniteStorageBehaviour.StoredNanites; float currentCapacity = m_CachedNaniteStorageBehaviour.NaniteCapacity; float initialCapacity = m_CachedNaniteCapsule.m_MaxNaniteCapacity; // Update the charge value m_CapacityBar.value = currentNanites / currentCapacity; // Update the bar colors float value = currentCapacity / initialCapacity; CDUIUtilites.LerpBarColor(value, m_CapacityBar); // Update the label m_Nanites.text = currentNanites.ToString() + " / " + currentCapacity.ToString(); }
public void UpdatePropulsionVariables() { // Get the current generation current generation potential and detirmine the value float currentPropulsionRate = m_CachedPropulsionBehaviour.PropulsionForce; float currentPropulsionPotential = m_CachedPropulsionBehaviour.PropulsionPotential; float value = currentPropulsionRate / currentPropulsionPotential; // Update the generation value and bar color m_PropulsionBar.value = value; CDUIUtilites.LerpBarColor(value, m_PropulsionBar); // Update the lable m_PropulsionRate.color = CDUIUtilites.LerpColor(value); m_PropulsionRate.text = currentPropulsionRate.ToString() + " / " + currentPropulsionPotential.ToString(); // Update the status report if (value <= 0.95f && value > 0.5f) { m_WarningReport.enabled = true; m_WarningReport.color = Color.yellow; m_WarningReport.text = "Warning: Mechanical maintenace required!"; } else if (value <= 0.5f && value > 0.0f) { m_WarningReport.enabled = true; m_WarningReport.color = Color.red; m_WarningReport.text = "Warning: Mechanical maintenace required!"; } else if (value == 0.0f) { m_WarningReport.enabled = true; m_WarningReport.color = Color.red; m_WarningReport.text = "Warning: Mechanical component defective!"; } else { m_WarningReport.enabled = false; } }
private void UpdateGeneratorVariables() { // Get the current generation current generation potential and detirmine the value float currentGenerationRate = m_CachedAtmosphereGeneratorBehaviour.AtmosphereGenerationRate; float currentGenerationRatePotential = m_CachedAtmosphereGenerator.m_MaxAtmosphereGenerationRate; float value = currentGenerationRate / currentGenerationRatePotential; // Update the generation value and bar color m_GenerationBar.value = value; CDUIUtilites.LerpBarColor(value, m_GenerationBar); // Update the lable m_GenerationRate.color = CDUIUtilites.LerpColor(value); m_GenerationRate.text = currentGenerationRate.ToString() + " / " + currentGenerationRatePotential.ToString(); // Update the status report if (value <= 0.95f && value > 0.5f) { m_WarningReport.enabled = true; m_WarningReport.color = Color.yellow; m_WarningReport.text = "Warning: Fluid maintenace required!"; } else if (value <= 0.5f && value > 0.0f) { m_WarningReport.enabled = true; m_WarningReport.color = Color.red; m_WarningReport.text = "Warning: Fluid maintenace required!"; } else if (value == 0.0f) { m_WarningReport.enabled = true; m_WarningReport.color = Color.red; m_WarningReport.text = "Warning: Fluid component defective!"; } else { m_WarningReport.enabled = false; } }
private void UpdateUI() { // Get the player oxygen supplu float oxygenSupply = CGamePlayers.SelfActor.GetComponent <CPlayerSuit>().OxygenSupply; float oxygenCapacity = CGamePlayers.SelfActor.GetComponent <CPlayerSuit>().OxygenCapacity; // Calculate the value ratio float value = oxygenSupply / oxygenCapacity; // Update the bar CDUIUtilites.LerpBarColor(value, m_02Bar); m_02Bar.value = value; // Update the label m_O2Value.color = CDUIUtilites.LerpColor(value); m_O2Value.text = Mathf.RoundToInt(oxygenSupply) + " / " + Mathf.RoundToInt(oxygenCapacity); // Update the status label if (value == 0.0f) { m_Status.color = Color.red; m_Status.text = "CRITICAL:\nOXYGEN DEPLETED!"; m_Status.GetComponent <UITweener>().enabled = true; } else if (value < 0.20f) { m_Status.color = Color.red; m_Status.text = "Critical:\nLow Oxygen!"; m_Status.GetComponent <UITweener>().enabled = true; } else if (value < 0.50f) { m_Status.color = Color.yellow; m_Status.text = "Warning:\nLow Oxygen!"; if (m_Status.GetComponent <UITweener>().enabled) { m_Status.GetComponent <UITweener>().ResetToBeginning(); m_Status.GetComponent <UITweener>().enabled = false; } } else { m_Status.text = ""; if (m_Status.GetComponent <UITweener>().enabled) { m_Status.GetComponent <UITweener>().ResetToBeginning(); m_Status.GetComponent <UITweener>().enabled = false; } } // Turn on and update the indicator if (CGamePlayers.SelfActor.GetComponent <CActorLocator>().LastEnteredFacility == null && m_VisorUIActive) { if (!m_ShipIndicator.gameObject.activeSelf) { m_ShipIndicator.gameObject.SetActive(true); } m_ShipIndicator.Tracker = CGameShips.GalaxyShip.transform; m_ShipIndicator.GameCamera = CGameCameras.PlayersHeadCamera.camera; } else { // Turn off ship indicator if (m_ShipIndicator.gameObject.activeSelf) { m_ShipIndicator.gameObject.SetActive(false); } } }