private void DrawPercents(UnitSettings settings, float hpPercent, RectangleF bg) { if (settings.ShowPercents) { string text = Convert.ToString((int)(hpPercent * 100)); var position = new Vector2(bg.X + bg.Width + 4, bg.Y); Graphics.DrawText(text, settings.TextSize, position, settings.PercentTextColor); } }
public HealthBarSettings() { Enable = false; ShowInTown = true; ShowES = true; ShowIncrements = true; ShowEnemies = true; Players = new UnitSettings(0x008000ff, 0); Minions = new UnitSettings(0x90ee90ff, 0); NormalEnemy = new UnitSettings(0xff0000ff, 0, 0x66ff66ff, false); MagicEnemy = new UnitSettings(0xff0000ff, 0x8888ffff, 0x66ff99ff, false); RareEnemy = new UnitSettings(0xff0000ff, 0xffff77ff, 0x66ff99ff, true); UniqueEnemy = new UnitSettings(0xff0000ff, 0xffa500ff, 0x66ff99ff, true); }
private float DrawHp(Life life, float hpPercent, UnitSettings settings, RectangleF bg) { if (settings.ShowHealthText) { string curHp = ConvertHelper.ToShorten(life.CurHP); string maxHp = ConvertHelper.ToShorten(life.MaxHP); string text = string.Format("{0}/{1}", curHp, maxHp); Color color = hpPercent <= 0.1f ? settings.HealthTextColorUnder10Percent : settings.HealthTextColor; var position = new Vector2(bg.X + bg.Width / 2, bg.Y); Size2 size = Graphics.DrawText(text, settings.TextSize, position, color, FontDrawFlags.Center); return((int)bg.Y + (size.Height - bg.Height) / 2); } return(bg.Y); }
public HealthBarSettings() { Enable = true; ShowInTown = false; ShowES = true; ShowIncrements = true; ShowEnemies = true; Players = new UnitSettings(0x008000ff, 0); Minions = new UnitSettings(0x90ee90ff, 0); NormalEnemy = new UnitSettings(0xff0000ff, 0, 0x66ff66ff, false); MagicEnemy = new UnitSettings(0xff0000ff, 0x8888ffff, 0x66ff99ff, false); RareEnemy = new UnitSettings(0xff0000ff, 0xffff77ff, 0x66ff99ff, false); UniqueEnemy = new UnitSettings(0xff0000ff, 0xffa500ff, 0x66ff99ff, false); ShowDebuffPanel = false; DebuffPanelIconSize = new RangeNode<int>(20, 15, 40); }
/** * I didn't bother to have ES change colour as it gets low, sorry CI * players! */ private void DrawFlatESAmount(Life life, UnitSettings settings, RectangleF bg) { if (!settings.ShowHealthText || life.MaxES == 0) { return; } string curES = ConvertHelper.ToShorten(life.CurES); string maxES = ConvertHelper.ToShorten(life.MaxES); string text = $"{curES}/{maxES}"; Color color = settings.HealthTextColor; var position = new Vector2(bg.X + bg.Width / 2, (bg.Y - 12)); Graphics.DrawText(text, settings.TextSize, position, color, FontDrawFlags.Center); }
public HealthBarSettings() { Enable = false; ShowInTown = false; ShowES = true; ShowIncrements = true; ShowEnemies = true; Players = new UnitSettings(0x008000ff, 0); Minions = new UnitSettings(0x90ee90ff, 0); NormalEnemy = new UnitSettings(0xff0000ff, 0, 0x66ff66ff, false); MagicEnemy = new UnitSettings(0xff0000ff, 0x8888ffff, 0x66ff99ff, false); RareEnemy = new UnitSettings(0xff0000ff, 0xffff77ff, 0x66ff99ff, false); UniqueEnemy = new UnitSettings(0xff0000ff, 0xffa500ff, 0x66ff99ff, false); ShowDebuffPanel = false; DebuffPanelIconSize = new RangeNode <int>(20, 15, 40); }
/** * I didn't bother to have ES change colour as it gets low, sorry CI * players! */ private float DrawFlatESAmount(Life life, UnitSettings settings, RectangleF bg) { if (!settings.ShowHealthText || (int)life.MaxES == 0) { return(bg.Y); } string curES = ConvertHelper.ToShorten(life.CurES); string maxES = ConvertHelper.ToShorten(life.MaxES); string text = string.Format("{0}/{1}", curES, maxES); Color color = settings.HealthTextColor; var position = new Vector2(bg.X + bg.Width / 2, (bg.Y - 12)); Size2 size = Graphics.DrawText(text, settings.TextSize, position, color, FontDrawFlags.Center); return((int)bg.Y + (size.Height - bg.Height) / 2); }