VGUI Полоса здоровья
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January 2024
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January 2024
Обзор
Этот туториал поможет вам создать Category:VGUI полоску здоровья. Это простой «скопируй-вставь» туториал, который будет работать в Source 2006,
Source 2007 и на
Source 2013.
Код
Для начала, создайте файлы hud_hull.cpp
и hud_hull.h
в проекте КЛИЕНТА, и вставьте туда следующее:
hud_hull.cpp
#include "cbase.h"
#include "hud.h"
#include "hud_hull.h"
#include "hud_macros.h"
#include "c_baseplayer.h"
#include "iclientmode.h"
#include "vgui/ISurface.h"
using namespace vgui;
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT (CHudHull);
# define HULL_INIT 80
//------------------------------------------------------------------------
// Purpose: Constructor
//------------------------------------------------------------------------
CHudHull:: CHudHull (const char * pElementName) :
CHudElement (pElementName), BaseClass (NULL, "HudHull")
{
vgui:: Panel * pParent = g_pClientMode-> GetViewport ();
SetParent (pParent);
SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT);
}
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------
void CHudHull:: Init()
{
Reset();
}
//------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------
void CHudHull:: Reset (void)
{
m_flHull = HULL_INIT;
m_nHullLow = -1;
SetBgColor (Color (0,0,0,128));
}
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------
void CHudHull:: OnThink (void)
{
float newHull = 0;
C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer ();
if (!local)
return;
// Never below zero
newHull = max(local->GetHealth(), 0);
// DevMsg("Sheild at is at: %f\n",newShield);
// Only update the fade if we've changed health
if (newHull == m_flHull)
return;
m_flHull = newHull;
}
//------------------------------------------------------------------------
// Purpose: draws the power bar
//------------------------------------------------------------------------
void CHudHull::Paint()
{
// Get bar chunks
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f );
// Draw the suit power bar
surface()->DrawSetColor (m_HullColor);
int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
for (int i = 0; i < enabledChunks; i++)
{
surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight);
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
}
// Draw the exhausted portion of the bar.
surface()->DrawSetColor(Color(m_HullColor [0], m_HullColor [1], m_HullColor [2], m_iHullDisabledAlpha));
for (int i = enabledChunks; i < chunkCount; i++)
{
surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight);
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
}
// Draw our name
surface()->DrawSetTextFont(m_hTextFont);
surface()->DrawSetTextColor(m_HullColor);
surface()->DrawSetTextPos(text_xpos, text_ypos);
//wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER");
surface()->DrawPrintText(L"HULL", wcslen(L"HULL"));
}
hud_hull.h
#if !defined HUD_HULL_H
#define HUD_HULL_H
#ifdef _WIN32
#pragma once
#endif
#include "hudelement.h"
#include "hud_numericdisplay.h"
//-----------------------------------------------------------------------------
// Purpose: Shows the hull bar
//-----------------------------------------------------------------------------
class CHudHull : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE(CHudHull, vgui::Panel);
public:
CHudHull(const char * pElementName);
virtual void Init (void);
virtual void Reset (void);
virtual void OnThink (void);
protected:
virtual void Paint();
private:
CPanelAnimationVar(Color, m_HullColor, "HullColor", "255 0 0 255");
CPanelAnimationVar(int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50");
CPanelAnimationVarAliasType(float, m_flBarInsetX, "BarInsetX", "26", "proportional_float");
CPanelAnimationVarAliasType(float, m_flBarInsetY, "BarInsetY", "3", "proportional_float");
CPanelAnimationVarAliasType(float, m_flBarWidth, "BarWidth", "84", "proportional_float");
CPanelAnimationVarAliasType(float, m_flBarHeight, "BarHeight", "4", "proportional_float");
CPanelAnimationVarAliasType(float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float");
CPanelAnimationVarAliasType(float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float");
CPanelAnimationVar(vgui::HFont, m_hTextFont, "TextFont", "HUDBarText");
CPanelAnimationVarAliasType(float, text_xpos, "text_xpos", "2", "proportional_float");
CPanelAnimationVarAliasType(float, text_ypos, "text_ypos", "2", "proportional_float");
CPanelAnimationVarAliasType(float, text2_xpos, "text2_xpos", "8", "proportional_float");
CPanelAnimationVarAliasType(float, text2_ypos, "text2_ypos", "40", "proportional_float");
CPanelAnimationVarAliasType(float, text2_gap, "text2_gap", "10", "proportional_float");
float m_flHull;
int m_nHullLow;
};
#endif // HUD_SUITPOWER_H
HudLayout.res
Теперь, добавьте данный код в HudLayout.res
из папки scripts
, расположенной в папке с вашим модом:
HudHull { "fieldName" "HudHull" "visible" "1" "enabled" "1" "xpos" "12" "ypos" "420" "wide" "120" "tall" "10" "text_xpos" "5" "text_ypos" "2" "TextColor" "0 255 0 80" "PaintBackgroundType" "2" }