/*****************************************************************
* CUISubsystemIndicator():
*
* Ins:
*
* Outs:
*
* Returns:
*
* Mod. Date:		      05/12/2015
* Mod. Initials:
*****************************************************************/
CUISubsystemIndicator::CUISubsystemIndicator(PSUBSYSTEM target)
{
	if (dynamic_cast<CLifeSupport*>(target))
	{
		m_pTexture = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/lifeSupport.png");
		//m_pBackTex = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/lifeSupportBack.png");
	}
	if (dynamic_cast<CReactor*>(target))
	{
		m_pTexture = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/reactor.png");
		//m_pBackTex = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/reactorBack.png");
	}
	if (dynamic_cast<CEngines*>(target))
	{
		m_pTexture = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/engines.png");
		//m_pBackTex = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/enginesBack.png");
	}

	m_bounds = CRectangle(m_vPosition.x - 140.f, m_vPosition.x + 140.f, m_vPosition.y - 36.f, m_vPosition.y + 36.f);
	
	m_pLightTex = new CTexture2D(0.f, 0.f, 230.f, 70.f, L"Assets/Images/ColorLight.png");
	m_pLightTex->SetColor({ 1.0f, 1.0f, 1.0f, 1.0f });

	CRectangle rect = { m_vPosition.x - 70.f, m_vPosition.x + 70.f, m_vPosition.y - 18.f, m_vPosition.y + 18.f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pLightTex->SetWidth(rect.ComputeWidth());
	m_pLightTex->SetHeight(rect.ComputeHeight());

	m_pSubsystem = target;

	m_bSpaceToggled = false;
	m_fPositionMod = 0;
}
/*****************************************************************
* CHealthBar():
*
* Ins:
*
* Outs:
*
* Returns:
*
* Mod. Date:		      05/12/2015
* Mod. Initials:
*****************************************************************/
CHealthBar::CHealthBar(float fMaxHealth) : m_fMaxHealth(fMaxHealth), m_fHealth(fMaxHealth)
{
	//m_pTexture = new CTexture2D(0.f, 0.f, 250.f, 50.f, L"Assets/Images/healthBar.dds");
	m_pTexture = new CTexture2D(100, 300.0f, 250.f, 50.f, L"Assets/Images/RedBar.png");
	m_pTexture->SetColor(XMFLOAT4(1, 0, 0, 1));

	m_pOverlayTexture = new CTexture2D(100, 300.0f, 250.f, 50.f, L"Assets/Images/BarOverlayThin.png");
	
	CRectangle rect = { 0.f, 310.0f, 0.f, 144.0f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pOverlayTexture->SetWidth(rect.ComputeWidth());
	m_pOverlayTexture->SetHeight(rect.ComputeHeight());
	m_pOverlayTexture->SetScreenPosition(0.731f, -0.810f);


	//m_pBackTexture = new CTexture2D(CRenderer::GetReference().GetWidth() * .5f, 300.f, 250.f, 50.f, L"Assets/Images/RedBar.png");
	//m_pBackTexture->SetColor(DirectX::XMFLOAT4 { 0.f, 0.f, 0.f, 1.f });
}
Ejemplo n.º 3
0
CRadar::CRadar()
{
	m_pTexture = new CTexture2D(0, 0, 300, 300, L"Assets/Images/RadarBackground.png");
	m_pTexture->SetColor(DirectX::XMFLOAT4{ 1.0f, 1.0f, 1.0f, 0.75f });
	
	// Radar Background Texture
	CRectangle rect = { 0.f, 210, 0.f, 230 };
	rect = CGUIManager::ComputeBounds(rect);
	m_pTexture->SetWidth(rect.ComputeWidth());
	m_pTexture->SetHeight(rect.ComputeHeight());
	m_pTexture->SetScreenPosition(-0.79f, -0.7f);

	// Creep Blimp Texture
	m_pCreepTexture = new CTexture2D(0, 0, 10, 10, L"Assets/Images/RadarCreep.png");
	rect = { 0.f, 12.5f, 0.f, 12.5f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pCreepTexture->SetWidth(rect.ComputeWidth());
	m_pCreepTexture->SetHeight(rect.ComputeHeight());
	m_pCreepTexture->SetColor({ 1, 0, 0, 1 });

	// Hunter Blimp Texture
	m_pHuntTexture = new CTexture2D(0, 0, 10, 10, L"Assets/Images/RadarHunter.png");
	rect = { 0.f, 12.5f, 0.f, 12.5f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pHuntTexture->SetWidth(rect.ComputeWidth());
	m_pHuntTexture->SetHeight(rect.ComputeHeight());
	m_pHuntTexture->SetColor({ 1, 0, 0, 1 });

	// Saboteur Blimp Texture
	m_pSaboTexture = new CTexture2D(0, 0, 10, 10, L"Assets/Images/RadarSaboteur.png");
	rect = { 0.f, 12.5f, 0.f, 12.5f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pSaboTexture->SetWidth(rect.ComputeWidth());
	m_pSaboTexture->SetHeight(rect.ComputeHeight());
	m_pSaboTexture->SetColor({ 1, 0, 0, 1 });

	// LifeSupport Blimp Texture
	m_pLifeSupTexture = new CTexture2D(0, 0, 10, 10, L"Assets/Images/RadarLifeSupport.png");
	rect = { 0.f, 15.0f, 0.f, 15.0f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pLifeSupTexture->SetWidth(rect.ComputeWidth());
	m_pLifeSupTexture->SetHeight(rect.ComputeHeight());
	m_pLifeSupTexture->SetColor({ 1, 1, 1, 1 });

	// Engines Blimp Texture
	m_pEnginesTexture = new CTexture2D(0, 0, 10, 10, L"Assets/Images/RadarEngines.png");
	rect = { 0.f, 15.0f, 0.f, 15.0f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pEnginesTexture->SetWidth(rect.ComputeWidth());
	m_pEnginesTexture->SetHeight(rect.ComputeHeight());
	m_pEnginesTexture->SetColor({ 1, 1, 1, 1 });

	// Reactor Blimp Texture
	m_pReactorTexture = new CTexture2D(0, 0, 10, 10, L"Assets/Images/RadarReactor.png");
	rect = { 0.f, 15.0f, 0.f, 15.0f };
	rect = CGUIManager::ComputeBounds(rect);
	m_pReactorTexture->SetWidth(rect.ComputeWidth());
	m_pReactorTexture->SetHeight(rect.ComputeHeight());
	m_pReactorTexture->SetColor({ 1, 1, 1, 1 });

	m_bVisible = false;
	m_bHaveSystems = false;

	m_pPlayer = CGameplayState::GetEntityManager()->GetPlayer();
	m_fRange = 1500;
}