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Add "Argon" health display implementation
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commit
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@ -20,6 +20,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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protected override Drawable CreateArgonImplementation() => new ArgonHealthDisplay();
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protected override Drawable CreateDefaultImplementation() => new DefaultHealthDisplay();
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protected override Drawable CreateLegacyImplementation() => new LegacyHealthDisplay();
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@ -61,4 +62,4 @@ namespace osu.Game.Tests.Visual.Gameplay
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}, 3);
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}
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}
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}
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}
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284
osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
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284
osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
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@ -0,0 +1,284 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class ArgonHealthDisplay : HealthDisplay, ISerialisableDrawable
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{
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private const float curve_start = 280;
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private const float curve_end = 310;
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private const float curve_smoothness = 10;
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private const float bar_length = 350;
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private const float bar_height = 32.5f;
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private BarPath healthBar = null!;
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private BarPath missBar = null!;
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private SliderPath barPath = null!;
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private static readonly Colour4 health_bar_colour = Colour4.White;
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// the opacity isn't part of the design, it's only here to control glow intensity.
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private static readonly Colour4 health_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.3f);
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private static readonly Colour4 health_bar_flash_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.4f);
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private static readonly Colour4 miss_bar_colour = Color4Extensions.FromHex("#FF9393");
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private static readonly Colour4 miss_bar_glow_colour = Color4Extensions.FromHex("#FD0000");
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// the "flashed" glow colour is just a lightened version of the original one, not part of the design.
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private static readonly Colour4 miss_bar_flash_colour = Color4Extensions.FromHex("#FF5D5D");
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public bool UsesFixedAnchor { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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Anchor = Anchor.TopLeft;
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Origin = Anchor.TopLeft;
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AutoSizeAxes = Axes.Both;
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Vector2 diagonalDir = (new Vector2(curve_end, bar_height) - new Vector2(curve_start, 0)).Normalized();
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// todo: SliderPath or parts of it should be moved away to a utility class as they're useful for making curved paths in general, as done here.
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barPath = new SliderPath(new[]
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{
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new PathControlPoint(new Vector2(0, 0), PathType.Linear),
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new PathControlPoint(new Vector2(curve_start - curve_smoothness, 0), PathType.Bezier),
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new PathControlPoint(new Vector2(curve_start, 0)),
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new PathControlPoint(new Vector2(curve_start, 0) + diagonalDir * curve_smoothness, PathType.Linear),
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new PathControlPoint(new Vector2(curve_end, bar_height) - diagonalDir * curve_smoothness, PathType.Bezier),
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new PathControlPoint(new Vector2(curve_end, bar_height)),
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new PathControlPoint(new Vector2(curve_end + curve_smoothness, bar_height), PathType.Linear),
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new PathControlPoint(new Vector2(bar_length, bar_height)),
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});
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var vertices = new List<Vector2>();
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barPath.GetPathToProgress(vertices, 0.0, 1.0);
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InternalChild = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(4f, 0f),
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Children = new Drawable[]
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{
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new Circle
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{
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Margin = new MarginPadding { Top = 10f - 3f / 2f, Left = -2f },
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Size = new Vector2(50f, 3f),
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},
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new Container
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{
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new BackgroundPath
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{
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PathRadius = 10f,
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Vertices = vertices,
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},
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missBar = new BarPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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BarColour = miss_bar_colour,
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GlowColour = miss_bar_glow_colour,
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Alpha = 0f,
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PathRadius = 10f,
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Vertices = vertices
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},
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healthBar = new BarPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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BarColour = health_bar_colour,
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GlowColour = health_bar_glow_colour,
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PathRadius = 10f,
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Vertices = vertices
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},
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}
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}
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},
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(v =>
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{
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if (v.NewValue > MissBarValue)
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{
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missBar.FadeOut(300, Easing.OutQuint);
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resetMissBarDelegate?.Cancel();
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resetMissBarDelegate = null;
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}
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if (v.NewValue == 0)
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healthBar.FadeOut(300, Easing.OutQuint);
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else if (healthBar.Alpha < 1)
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healthBar.FadeIn(300, Easing.OutQuint);
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this.TransformTo(nameof(HealthBarValue), v.NewValue, 300, Easing.OutQuint);
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}, true);
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}
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private ScheduledDelegate? resetMissBarDelegate;
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protected override void Miss(JudgementResult result)
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{
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base.Miss(result);
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if (resetMissBarDelegate != null)
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resetMissBarDelegate.Cancel();
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else
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this.TransformTo(nameof(MissBarValue), HealthBarValue);
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this.Delay(500).Schedule(() =>
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{
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this.TransformTo(nameof(MissBarValue), Current.Value, 300, Easing.OutQuint);
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resetMissBarDelegate = null;
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}, out resetMissBarDelegate);
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missBar.FadeIn(120, Easing.OutQuint);
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missBar.Delay(500).FadeOut(300, Easing.InQuint);
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missBar.TransformTo(nameof(BarPath.BarColour), miss_bar_colour.Lighten(0.1f))
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.TransformTo(nameof(BarPath.BarColour), miss_bar_colour, 300, Easing.OutQuint);
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missBar.TransformTo(nameof(BarPath.GlowColour), miss_bar_flash_colour)
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.TransformTo(nameof(BarPath.GlowColour), miss_bar_glow_colour, 300, Easing.OutQuint);
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}
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protected override void Flash(JudgementResult result)
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{
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base.Flash(result);
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healthBar.TransformTo(nameof(BarPath.GlowColour), health_bar_flash_colour)
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.TransformTo(nameof(BarPath.GlowColour), health_bar_glow_colour, 300, Easing.OutQuint);
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}
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private double missBarValue = 1.0;
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private readonly List<Vector2> missBarVertices = new List<Vector2>();
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public double MissBarValue
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{
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get => missBarValue;
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set
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{
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if (missBarValue == value)
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return;
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missBarValue = value;
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updatePathVertices();
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}
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}
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private double healthBarValue = 1.0;
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private readonly List<Vector2> healthBarVertices = new List<Vector2>();
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public double HealthBarValue
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{
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get => healthBarValue;
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set
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{
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if (healthBarValue == value)
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return;
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healthBarValue = value;
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updatePathVertices();
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}
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}
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private void updatePathVertices()
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{
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barPath.GetPathToProgress(healthBarVertices, 0.0, healthBarValue);
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barPath.GetPathToProgress(missBarVertices, healthBarValue, Math.Max(missBarValue, healthBarValue));
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if (healthBarVertices.Count == 0)
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healthBarVertices.Add(Vector2.Zero);
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if (missBarVertices.Count == 0)
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missBarVertices.Add(Vector2.Zero);
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missBar.Vertices = missBarVertices.Select(v => v - missBarVertices[0]).ToList();
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missBar.Position = missBarVertices[0];
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healthBar.Vertices = healthBarVertices.Select(v => v - healthBarVertices[0]).ToList();
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healthBar.Position = healthBarVertices[0];
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}
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private partial class BackgroundPath : SmoothPath
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{
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protected override Color4 ColourAt(float position)
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{
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if (position <= 0.128f)
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return Color4.White.Opacity(0.3f);
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position -= 0.128f;
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return Interpolation.ValueAt(Math.Clamp(position, 0f, 1f), Color4.White.Opacity(0.5f), Color4.Black.Opacity(0.5f), -0.75f, 1f, Easing.OutQuart);
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}
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}
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private partial class BarPath : SmoothPath
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{
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private Colour4 barColour;
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public Colour4 BarColour
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{
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get => barColour;
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set
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{
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if (barColour == value)
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return;
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barColour = value;
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InvalidateTexture();
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}
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}
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private Colour4 glowColour;
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public Colour4 GlowColour
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{
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get => glowColour;
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set
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{
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if (glowColour == value)
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return;
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glowColour = value;
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InvalidateTexture();
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}
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}
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protected override Color4 ColourAt(float position)
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{
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if (position >= 0.6f)
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return BarColour;
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return Interpolation.ValueAt(position, Colour4.Black.Opacity(0.0f), GlowColour, 0.0, 0.6);
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}
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}
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}
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}
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