private Boolean SetHUDState(HUDState newState) { if (newState != State) { ArduinoInterface.Clear(); State = newState; switch (State) { case HUDState.Wasted: ArduinoInterface.Print("WASTED"); break; case HUDState.Busted: ArduinoInterface.Print("BUSTED"); break; case HUDState.InfoCycle: GoToCycle(Game.Player.Character.IsInVehicle() ? HUDCycle.VehicleSpeed : HUDCycle.WorldInfo, true); break; } return(true); } return(false); }
private void GoToCycle(HUDCycle newCycle, Boolean forced = false) { if (newCycle != Cycle || forced) { ArduinoInterface.Clear(); Timer = 0; PlayerHealth = -1; PlayerArmor = -1; VehicleBodyHealth = -1; VehicleEngineHealth = -1; Cycle = newCycle; CycleChanged = true; } }
private Boolean SetHUDState(HUDState newState) { if (newState != state) { ArduinoInterface.Clear(); Timer = 0; state = newState; switch (state) { case HUDState.Wasted: ArduinoInterface.Print("WASTED"); break; case HUDState.PlayerHealth: PlayerHealth = -1; PlayerArmor = -1; ArduinoInterface.SetCursor(0, 0); ArduinoInterface.Print("Health: 0%"); ArduinoInterface.SetCursor(0, 1); ArduinoInterface.Print(" Armor: 0%"); break; case HUDState.VehicleHealth: VehicleBodyHealth = -1; VehicleEngineHealth = -1; ArduinoInterface.SetCursor(0, 0); ArduinoInterface.Print(" Body: 0%"); ArduinoInterface.SetCursor(0, 1); ArduinoInterface.Print("Engine: 0%"); break; } return(true); } return(false); }