bigger hide-HP aim target, hide-HP opacity setting, no HP background by default,

This commit is contained in:
msk
2022-03-26 19:20:25 -07:00
parent 23eac84782
commit 2b73125f8e
4 changed files with 28 additions and 20 deletions
+2 -2
View File
@@ -38,7 +38,7 @@ public class HPHideWhenAiming : MonoBehaviour {
hudCollider = gObjHUD.AddComponent<BoxCollider>();
hudCollider.isTrigger = true;
hudCollider.gameObject.layer = LayerMask.NameToLayer("UI");
hudCollider.size = new Vector3(40, 25, .01f);
hudCollider.size = new Vector3(50, 30, .01f);
//// TESTING: collider visuals
//gObjColliderRenderer = new GameObject();
@@ -97,7 +97,7 @@ public class HPHideWhenAiming : MonoBehaviour {
if (rayHit)
{
canvasGroup.alpha = 0.1f;
canvasGroup.alpha = MeatKitPlugin.cfgHPAimOpacity.Value;
if (background != null)
background.enabled = false;
}
+11 -8
View File
@@ -14,7 +14,9 @@ namespace TNHQoLImprovements
private float beginTime;
private float onLength;
private float offLength;
private float stateChangeTime = 0;
private float flashQuicklyAfter;
private bool visible = true;
private MeshRenderer mesh;
@@ -24,11 +26,19 @@ namespace TNHQoLImprovements
mesh = GetComponent<MeshRenderer>();
}
public void Init(float interval, float onToOffRatio = 0.5f, float beginAfter = 0)
/// <summary>
///
/// </summary>
/// <param name="interval">How long an off-on cycle lasts.</param>
/// <param name="onToOffRatio">On-time to off-time ratio for the flashing sequence.</param>
/// <param name="beginAfter">Postpone the flashing time.</param>
/// <param name="flashQuicklyAfter">Once flashing starts, how long until it flashes very quickly.</param>
public void Init(float interval, float onToOffRatio = 0.5f, float beginAfter = 0, float flashQuicklyAfter = -1)
{
beginTime = Time.time + beginAfter;
onLength = interval * onToOffRatio;
offLength = interval * (1 - onToOffRatio);
this.flashQuicklyAfter = flashQuicklyAfter;
initialized = true;
}
@@ -52,13 +62,6 @@ namespace TNHQoLImprovements
stateChangeTime = Time.time + offLength;
}
}
//if (Time.time >= stateChangeTime)
// {
// stateChangeTime = Time.time + interval;
// visible = !visible;
// mesh.enabled = visible;
// }
}
}
}