public static void DrawRoundedArcOutline(Vector2 origin, float radius, float thickness, float outlineThickness, float angStart, float angEnd) { // inner / outer float innerRadius = radius - thickness / 2; float outerRadius = radius + thickness / 2; const float aaMargin = 0.01f; Draw.Arc(origin, innerRadius, outlineThickness, angStart - aaMargin, angEnd + aaMargin); Draw.Arc(origin, outerRadius, outlineThickness, angStart - aaMargin, angEnd + aaMargin); // rounded caps Vector2 originBottom = origin + ShapesMath.AngToDir(angStart) * radius; Vector2 originTop = origin + ShapesMath.AngToDir(angEnd) * radius; Draw.Arc(originBottom, thickness / 2, outlineThickness, angStart, angStart - ShapesMath.TAU / 2); Draw.Arc(originTop, thickness / 2, outlineThickness, angEnd, angEnd + ShapesMath.TAU / 2); }
public void DrawBar(FpsController fpsController, float barRadius) { // get some data float barThickness = fpsController.ammoBarThickness; float ammoBarOutlineThickness = fpsController.ammoBarOutlineThickness; float angRadMin = -fpsController.ammoBarAngularSpanRad / 2; float angRadMax = fpsController.ammoBarAngularSpanRad / 2; float angRadMinLeft = angRadMin + ShapesMath.TAU / 2; float angRadMaxLeft = angRadMax + ShapesMath.TAU / 2; float outerRadius = barRadius + barThickness / 2; float chargeAnim = chargeFillCurve.Evaluate(charge); // charge bar shake: float chargeMag = animChargeShakeMagnitude.Evaluate(chargeAnim) * chargeShakeMagnitude; Vector2 origin = fpsController.GetShake(chargeShakeSpeed, chargeMag); // do shake here float chargeAngRad = Mathf.Lerp(angRadMaxLeft, angRadMinLeft, chargeAnim); Color chargeColor = chargeFillGradient.Evaluate(chargeAnim); Draw.Arc(origin, fpsController.ammoBarRadius, barThickness, angRadMaxLeft, chargeAngRad, chargeColor); Vector2 movingLeftPos = origin + ShapesMath.AngToDir(chargeAngRad) * barRadius; Vector2 bottomLeftPos = origin + ShapesMath.AngToDir(angRadMaxLeft) * barRadius; // bottom fill Draw.Disc(bottomLeftPos, barThickness / 2f, chargeColor); // ticks const int tickCount = 7; Draw.LineEndCaps = LineEndCap.None; for (int i = 0; i < tickCount; i++) { float t = i / (tickCount - 1f); float angRad = Mathf.Lerp(angRadMaxLeft, angRadMinLeft, t); Vector2 dir = ShapesMath.AngToDir(angRad); Vector2 a = origin + dir * outerRadius; bool lorge = i % 3 == 0; Vector2 b = a + dir * (lorge ? tickSizeLorge : tickSizeSmol); Draw.Line(a, b, tickTickness, tickColor); // scale based on distance to real value float chargeDelta = t - chargeAnim; float growRange = chargeDelta < 0 ? fontGrowRangePrev : fontGrowRangeNext; float tFontScale = 1f - ShapesMath.SmoothCos01(Mathf.Clamp01(Mathf.Abs(chargeDelta) / growRange)); float fontScale = ShapesMath.Eerp(fontSize, fontSizeLorge, tFontScale); Draw.FontSize = fontScale; Vector2 labelPos = a + dir * percentLabelOffset; string pct = Mathf.RoundToInt(t * 100) + "%"; Draw.Text(labelPos, angRad + ShapesMath.TAU / 2, pct, TextAlign.Right); } // moving dot Draw.Disc(movingLeftPos, barThickness / 2f + ammoBarOutlineThickness / 2f); Draw.Disc(movingLeftPos, barThickness / 2f - ammoBarOutlineThickness / 2f, chargeColor); FpsController.DrawRoundedArcOutline(origin, barRadius, barThickness, ammoBarOutlineThickness, angRadMinLeft, angRadMaxLeft); Draw.LineEndCaps = LineEndCap.Round; // glow Draw.BlendMode = ShapesBlendMode.Additive; Draw.DiscGradientRadial(movingLeftPos, barThickness * 2, chargeColor, Color.clear); Draw.BlendMode = ShapesBlendMode.Transparent; }
public void DrawCompass(Vector3 worldDir) { Vector2 compArcOrigin = position + Vector2.down * bendRadius; float angUiMin = ShapesMath.TAU * 0.25f - (width / 2) / bendRadius; float angUiMax = ShapesMath.TAU * 0.25f + (width / 2) / bendRadius; Vector2 dirWorld = new Vector2(worldDir.x, worldDir.z).normalized; float lookAng = ShapesMath.DirToAng(dirWorld); float angWorldMin = lookAng + fieldOfView / 2; float angWorldMax = lookAng - fieldOfView / 2; Draw.Arc(compArcOrigin, bendRadius, lineThickness, angUiMin, angUiMax, ArcEndCap.Round); void CompassArcNoot(float worldAng, float size, string label = null) { float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, worldAng); float uiAng = Mathf.Lerp(angUiMin, angUiMax, tCompass); Vector2 uiDir = ShapesMath.AngToDir(uiAng); Vector2 a = compArcOrigin + uiDir * bendRadius; Vector2 b = compArcOrigin + uiDir * (bendRadius - size * tickSize); float fade = Mathf.InverseLerp(0, tickEdgeFadeFraction, (1f - Mathf.Abs(tCompass * 2 - 1))); Draw.Line(a, b, LineEndCap.None, new Color(1, 1, 1, fade)); if (label != null) { Draw.FontSize = fontSizeTickLabel; Draw.Text(b - uiDir * tickLabelOffset, uiAng - ShapesMath.TAU / 4f, label, TextAlign.Center, new Color(1, 1, 1, fade)); } } Draw.LineEndCaps = LineEndCap.Square; Draw.LineThickness = lineThickness; Vector2 trianglePos = compArcOrigin + Vector2.up * (bendRadius + 0.01f); Vector2 labelPos = compArcOrigin + Vector2.up * (bendRadius) + lookAngLabelOffset * 0.1f; string lookLabel = Mathf.RoundToInt(-lookAng * Mathf.Rad2Deg + 180f) + "°"; Draw.FontSize = fontSizeLookLabel; Draw.Text(labelPos, 0f, lookLabel, TextAlign.Center); Vector2 triA = trianglePos + ShapesMath.AngToDir(-ShapesMath.TAU / 4) * triangleNootSize; Vector2 triB = trianglePos + ShapesMath.AngToDir(-ShapesMath.TAU / 4 + ShapesMath.TAU / 3) * triangleNootSize; Vector2 triC = trianglePos + ShapesMath.AngToDir(-ShapesMath.TAU / 4 + 2 * ShapesMath.TAU / 3) * triangleNootSize; Draw.Triangle(triA, triB, triC); int tickCount = (ticksPerQuarterTurn - 1) * 4; for (int i = 0; i < tickCount; i++) { float t = i / ((float)tickCount); float ang = ShapesMath.TAU * t; bool cardinal = i % (tickCount / 4) == 0; string label = null; if (cardinal) { int angInt = Mathf.RoundToInt((1f - t) * 4); switch (angInt) { case 0: case 4: label = "S"; break; case 1: label = "W"; break; case 2: label = "N"; break; case 3: label = "E"; break; } } float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, ang); if (tCompass < 1f && tCompass > 0f) { CompassArcNoot(ang, cardinal ? 0.8f : 0.5f, label); } } }
public void DrawCompass(Vector3 worldDir) { // prepare all variables Vector2 compArcOrigin = position + Vector2.down * bendRadius; float angUiMin = ShapesMath.TAU * 0.25f - (width / 2) / bendRadius; float angUiMax = ShapesMath.TAU * 0.25f + (width / 2) / bendRadius; Vector2 dirWorld = new Vector2(worldDir.x, worldDir.z).normalized; float lookAng = ShapesMath.DirToAng(dirWorld); float angWorldMin = lookAng + fieldOfView / 2; float angWorldMax = lookAng - fieldOfView / 2; Vector2 labelPos = compArcOrigin + Vector2.up * (bendRadius) + lookAngLabelOffset * 0.1f; string lookLabel = Mathf.RoundToInt(-lookAng * Mathf.Rad2Deg + 180f) + "°"; // prepare draw state Draw.LineEndCaps = LineEndCap.Square; Draw.Thickness = lineThickness; // draw the horizontal line/arc of the compass Draw.Arc(compArcOrigin, bendRadius, lineThickness, angUiMin, angUiMax, ArcEndCap.Round); // draw the look angle label Draw.FontSize = fontSizeLookLabel; Draw.Text(labelPos, 0f, lookLabel, TextAlign.Center); // triangle arrow Vector2 trianglePos = compArcOrigin + Vector2.up * (bendRadius + 0.01f); Draw.RegularPolygon(trianglePos, 3, triangleNootSize, -ShapesMath.TAU / 4); // draw ticks int tickCount = (ticksPerQuarterTurn - 1) * 4; for (int i = 0; i < tickCount; i++) { float t = i / ((float)tickCount); float ang = ShapesMath.TAU * t; bool cardinal = i % (tickCount / 4) == 0; string label = null; if (cardinal) { int angInt = Mathf.RoundToInt((1f - t) * 4); label = directionLabels[angInt % 4]; } float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, ang); if (tCompass < 1f && tCompass > 0f) { DrawTick(ang, cardinal ? 0.8f : 0.5f, label); } } void DrawTick(float worldAng, float size, string label = null) { float tCompass = ShapesMath.InverseLerpAngleRad(angWorldMax, angWorldMin, worldAng); float uiAng = Mathf.Lerp(angUiMin, angUiMax, tCompass); Vector2 uiDir = ShapesMath.AngToDir(uiAng); Vector2 a = compArcOrigin + uiDir * bendRadius; Vector2 b = compArcOrigin + uiDir * (bendRadius - size * tickSize); float fade = Mathf.InverseLerp(0, tickEdgeFadeFraction, (1f - Mathf.Abs(tCompass * 2 - 1))); Draw.Line(a, b, LineEndCap.None, new Color(1, 1, 1, fade)); if (label != null) { Draw.FontSize = fontSizeTickLabel; Draw.Text(b - uiDir * tickLabelOffset, uiAng - ShapesMath.TAU / 4f, label, TextAlign.Center, new Color(1, 1, 1, fade)); } } }