Code/StarCrosshair.cs
using CrosshairMaker.Abstract;
using CrosshairMaker.Animator;
using CrosshairMaker.Interfaces;
using Sandbox;
using Sandbox.Rendering;
using System;
using System.Collections.Generic;
namespace CrosshairMaker
{
[Icon( "emergency" )]
public class StarCrosshair : TexturableCrosshair, IAnimatableCrosshair
{
private static readonly AnimationValueSetter _animationSetters = _animFactory();
private static AnimationValueSetter _animFactory()
{
List<Action<IAnimatableCrosshair, float>> fs = new()
{
(s,v) => (s as StarCrosshair).SetRotation(v),
(s,v) => (s as StarCrosshair).SetOrigin(new(v,s.GetOrigin().y)),
(s,v) => (s as StarCrosshair).SetOrigin(new(s.GetOrigin().x,v)),
(s,v) => (s as StarCrosshair).SetBarLength(v),
(s,v) => (s as StarCrosshair).SetBarThickness(v),
(s,v) => (s as StarCrosshair).SetBarOffsets(v)
};
List<Action<IAnimatableCrosshair, int>> iss = new()
{
(s,v) => (s as StarCrosshair).BranchCount = v
};
List<Action<IAnimatableCrosshair, Color>> cs = new()
{
(s,v) => (s as StarCrosshair).SetCrosshairColor(v),
(s,v) => (s as StarCrosshair).SetOutlineColor(v)
};
List<Func<IAnimatableCrosshair, float>> fg = new()
{
(s) => (s as StarCrosshair).GetRotation(),
(s) => (s as StarCrosshair).GetOrigin().x,
(s) => (s as StarCrosshair).GetOrigin().y,
(s) => (s as StarCrosshair).GetBarLength(),
(s) => (s as StarCrosshair).GetBarThickness(),
(s) => (s as StarCrosshair).GetBarOffsets()
};
List<Func<IAnimatableCrosshair, int>> ig = new()
{
(s) => (s as StarCrosshair).BranchCount
};
List<Func<IAnimatableCrosshair, Color>> cg = new()
{
(s) => (s as StarCrosshair).GetCrosshairColor(),
(s) => (s as StarCrosshair).GetOutlineColor(),
};
AnimationValueSetter avs = AnimationValueSetter.FromActions( fs, iss,cs , fg, ig,cg );
return avs;
}
private static AnimationDictionary StarAnimations
{
get
{
AnimationDictionary ap = new AnimationDictionary();
ap.Init( _animationSetters );
int k = ap.AddNewAnimation();
ap[k].Floats[5] = 10;
ap[k].Colors[0] = new InterpolatableColor( Color.White );
ap[k].Colors[1] = new InterpolatableColor( Color.Black );
ap.FloatsPropertyNames = new string[]
{
"Extra Rotation (deg)",
"Extra X offset (%)",
"Extra Y offset (%)",
"Extra bar length",
"Extra bar thickness",
"Extra bar offset"
};
ap.IntsPropertyNames = new string[]
{
"Extra branches"
};
ap.ColorsPropertyNames = new string[]
{
"Target crosshair color",
"Target outline color"
};
return ap;
}
}
public AnimationDictionary GetAnimationDictionary() => StarAnimations;
public override void Paint( HudPainter hud )
{
Vector2 o = IHudPaintable.GetOriginPx( this );
IHudPaintable.HudAction toPaint;
if(TextureFeature)
toPaint = new((ref HudPainter h ) => ITexturable.RenderTextured( this, h,o ));
else
toPaint = new( ( ref HudPainter h ) => IBarCrosshair.RenderBar( this, h, o ) );
PaintRepeating( hud, o, toPaint, _branchCount , GetRotation());
}
[Property, Feature( "General" ), Group( "Bars" ), Title( "Branch count" )]
[Range( 1, 16,1 )]
public int BranchCount
{
get => _branchCount;
set => _branchCount = (byte)value;
}
private byte _branchCount = 5;
}
}