Script changes for the Full PhysX Template to remove the scripted numerical health hud, replacing it with the c++ GuiHealthTextHud GuiControl.

This commit is contained in:
thecelloman 2012-10-05 16:32:14 -04:00
parent 00f72f1325
commit f73655782c
5 changed files with 23 additions and 123 deletions

View file

@ -240,57 +240,31 @@
canSaveDynamicFields = "0"; canSaveDynamicFields = "0";
}; };
}; };
new GuiBitmapBorderCtrl(HealthHUD) { new GuiHealthTextHud() {
isContainer = "0"; fillColor = "0 0 0 0.65";
Profile = "ChatHudBorderProfile"; frameColor = "0 0 0 1";
HorizSizing = "right"; textColor = "1 1 1 1";
VertSizing = "top"; warningColor = "1 0 0 1";
position = "6 693"; showFill = "1";
Extent = "72 72"; showFrame = "1";
MinExtent = "8 8"; showTrueValue = "0";
canSave = "1"; showEnergy = "0";
Visible = "1"; warnThreshold = "25";
tooltipprofile = "GuiToolTipProfile"; pulseThreshold = "15";
pulseRate = "750";
position = "5 693";
extent = "72 72";
minExtent = "8 2";
horizSizing = "right";
vertSizing = "top";
profile = "GuiBigTextProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000"; hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0"; canSaveDynamicFields = "0";
new GuiBitmapCtrl() {
bitmap = "core/art/gui/images/hudfill.png";
wrap = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "height";
position = "8 8";
Extent = "56 56";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiTextCtrl(numericalHealthHUD) {
maxLength = "255";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "0";
AnchorBottom = "0";
AnchorLeft = "0";
AnchorRight = "0";
isContainer = "0";
Profile = "NumericHealthProfile";
HorizSizing = "center";
VertSizing = "center";
position = "0 22";
Extent = "72 32";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
}; };
new GuiBitmapCtrl(OOBSign) { new GuiBitmapCtrl(OOBSign) {
bitmap = "art/gui/playHud/missionAreaWarning.png"; bitmap = "art/gui/playHud/missionAreaWarning.png";

View file

@ -45,26 +45,6 @@ function clientCmdSyncClock(%time)
// or when a client joins a game in progress. // or when a client joins a game in progress.
} }
//-----------------------------------------------------------------------------
// Numerical Health Counter
//-----------------------------------------------------------------------------
function clientCmdSetNumericalHealthHUD(%curHealth)
{
// Skip if the hud is missing.
if (!isObject(numericalHealthHUD))
return;
// The server has sent us our current health, display it on the HUD
numericalHealthHUD.setValue(%curHealth);
// Ensure the HUD is set to visible while we have health / are alive
if (%curHealth)
HealthHUD.setVisible(true);
else
HealthHUD.setVisible(false);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Damage Direction Indicator // Damage Direction Indicator
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View file

@ -681,9 +681,6 @@ function GameCore::onDeath(%game, %client, %sourceObject, %sourceClient, %damage
// Clear out the name on the corpse // Clear out the name on the corpse
%client.player.setShapeName(""); %client.player.setShapeName("");
// Update the numerical Health HUD
%client.player.updateHealth();
// Switch the client over to the death cam and unhook the player object. // Switch the client over to the death cam and unhook the player object.
if (isObject(%client.camera) && isObject(%client.player)) if (isObject(%client.camera) && isObject(%client.player))
{ {

View file

@ -36,9 +36,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
{ {
%col.applyRepair(%this.repairAmount); %col.applyRepair(%this.repairAmount);
// Update the Health GUI while repairing
%this.doHealthUpdate(%col);
%obj.respawn(); %obj.respawn();
if (%col.client) if (%col.client)
messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied'); messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied');
@ -46,28 +43,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
} }
} }
function HealthPatch::doHealthUpdate(%this, %obj)
{
// Would be better to add a onRepair() callback to shapeBase.cpp in order to
// prevent any excess/unneccesary schedules from this. But for the time
// being....
// This is just a rough timer to update the Health HUD every 250 ms. From
// my tests a large health pack will fully heal a player from 10 health in
// 36 iterations (ie. 9 seconds). If either the scheduling time, the repair
// amount, or the repair rate is changed then the healthTimer counter should
// be changed also.
if (%obj.healthTimer < 40) // 40 = 10 seconds at 1 iteration per 250 ms.
{
%obj.UpdateHealth();
%this.schedule(250, doHealthUpdate, %obj);
%obj.healthTimer++;
}
else
%obj.healthTimer = 0;
}
function ShapeBase::tossPatch(%this) function ShapeBase::tossPatch(%this)
{ {
//error("ShapeBase::tossPatch(" SPC %this.client.nameBase SPC ")"); //error("ShapeBase::tossPatch(" SPC %this.client.nameBase SPC ")");

View file

@ -53,12 +53,6 @@ function Armor::onAdd(%this, %obj)
// Default dynamic armor stats // Default dynamic armor stats
%obj.setRechargeRate(%this.rechargeRate); %obj.setRechargeRate(%this.rechargeRate);
%obj.setRepairRate(0); %obj.setRepairRate(0);
// Set the numerical Health HUD
//%obj.updateHealth();
// Calling updateHealth() must be delayed now... for some reason
%obj.schedule(50, "updateHealth");
} }
function Armor::onRemove(%this, %obj) function Armor::onRemove(%this, %obj)
@ -227,9 +221,6 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
%location = "Body"; %location = "Body";
// Update the numerical Health HUD
%obj.updateHealth();
// Deal with client callbacks here because we don't have this // Deal with client callbacks here because we don't have this
// information in the onDamage or onDisable methods // information in the onDamage or onDisable methods
%client = %obj.client; %client = %obj.client;
@ -435,23 +426,6 @@ function Player::playPain(%this)
} }
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
// Numerical Health Counter
// ----------------------------------------------------------------------------
function Player::updateHealth(%player)
{
//echo("\c4Player::updateHealth() -> Player Health changed, updating HUD!");
// Calcualte player health
%maxDamage = %player.getDatablock().maxDamage;
%damageLevel = %player.getDamageLevel();
%curHealth = %maxDamage - %damageLevel;
%curHealth = mceil(%curHealth);
// Send the player object's current health level to the client, where it
// will Update the numericalHealth HUD.
commandToClient(%player.client, 'setNumericalHealthHUD', %curHealth);
}
function Player::setDamageDirection(%player, %sourceObject, %damagePos) function Player::setDamageDirection(%player, %sourceObject, %damagePos)
{ {