public override void Logic() { if (!IsAlive) { if (!dieTimer.IsDone) { dieTimer.Logic(); dieExplosionTimer.Logic(); if (dieExplosionTimer.IsDone) { CreateDieExplosion(); dieExplosionTimer.Reset(); } if (dieTimer.IsDone) { EffectExplosion.CreateExplosion(Position, 5f, Map); } } return; } healthBar.Progress = health / MaxHealth; healthBar.Logic(); }
public override void Logic() { base.Logic(); scrapBar.Progress = (float)scrap / targetScrap; scrapBar.Logic(); if (Map.LocalPlayer != null && ((SYPlayer)Map.LocalPlayer).CollectedScrap > 0) { if (Map.LocalPlayer.Position.Y >= position.Y && (Map.LocalPlayer.Position - position).Length < areaSize / 2) { Hold(); } else { progress = 0; } } }
public void Logic() { if (!player.DodgeCooldown.IsDone) { dodgeBar.Progress = 1f - player.DodgeCooldown.PercentageDone; } if (!player.DashCooldown.IsDone) { dashBar.Progress = 1f - player.DashCooldown.PercentageDone; } dodgeBar.Logic(); dashBar.Logic(); ammoGainTimer.Logic(); ammoUseTimer.Logic(); if (player.health > 1f) { if (healthAlpha > 0.2f) { healthAlpha -= 0.4f * Game.delta; if (healthAlpha <= 0.2f) { healthAlpha = 0.2f; } } } else { healthBlinkFactor += 5f * Game.delta; healthAlpha = ((float)Math.Sin(healthBlinkFactor) + 1f) / 2; } healthBar.Progress = player.health / player.MaxHealth; healthBar.Logic(); if (player.Weapon != null) { if (player.Weapon.ReloadProgress != -1) { reloadBar.Progress = player.Weapon.ReloadProgress; reloadBar.Logic(); } else if (player.Weapon.RearmProgress != -1 && player.Weapon.FireType == WeaponStats.FireType.SingleTimed) { rearmBar.Progress = 1f - player.Weapon.RearmProgress; rearmBar.Logic(); } else if (player.Weapon.FireType == WeaponStats.FireType.Charge) { rearmBar.Progress = player.Weapon.Charge; rearmBar.Logic(); } if (player.Ammo >= player.MaxAmmo && ammoGainTimer.IsDone && ammoUseTimer.IsDone) { ammoAlpha -= 4f * Game.delta; } else { ammoAlpha += 4f * Game.delta; } ammoAlpha = MathHelper.Clamp(ammoAlpha, 0f, 1f); } weaponEquipAnimation += ((float)player.weaponIndex - weaponEquipAnimation) * 18f * Game.delta; }
public override void Logic() { //base.Logic(); healthBar.Progress = health / MaxHealth; healthBar.Logic(); }