public void DrawBar(FpsController fpsController, float barRadius) { float barThickness = fpsController.ammoBarThickness; float ammoBarOutlineThickness = fpsController.ammoBarOutlineThickness; float angRadMin = -fpsController.ammoBarAngularSpanRad / 2; float angRadMax = fpsController.ammoBarAngularSpanRad / 2; // draw bullets Draw.LineEndCaps = LineEndCap.Round; float innerRadius = barRadius - barThickness / 2; float bulletThickness = (innerRadius * fpsController.ammoBarAngularSpanRad / totalBullets) * bulletThicknessScale; for (int i = 0; i < totalBullets; i++) { float t = i / (totalBullets - 1f); float angRad = Mathf.Lerp(angRadMin, angRadMax, t); Vector2 dir = ShapesMath.AngToDir(angRad); Vector2 origin = dir * barRadius; Vector2 offset = dir * (barThickness / 2f - ammoBarOutlineThickness * 1.5f); float alpha = 1; bool hasBeenFired = i >= bullets; if (hasBeenFired && Application.isPlaying) { float timePassed = Time.time - bulletFireTimes[i]; float tFade = Mathf.Clamp01(timePassed / bulletDisappearTime); alpha = 1f - tFade; origin = GetBulletEjectPos(origin, tFade); float angle = timePassed * (bulletEjectAngSpeed + Mathf.Cos(i * 92372.8f) * ejectRotSpeedVariance); offset = ShapesMath.Rotate(offset, angle); } Vector2 a = origin + offset; Vector2 b = origin - offset; Draw.Line(a, b, bulletThickness, new Color(1, 1, 1, alpha)); } FpsController.DrawRoundedArcOutline(Vector2.zero, barRadius, barThickness, ammoBarOutlineThickness, angRadMin, angRadMax); }
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; }