Added DPS, missing offsets and additional options.

This commit is contained in:
GreenComfyTea
2022-02-16 21:02:34 +02:00
parent fa494d7d56
commit 39e324e0a5
17 changed files with 1057 additions and 200 deletions

View File

@@ -5,13 +5,14 @@ local config;
local player;
local language;
function damage_UI_entity.new(bar, highlighted_bar, player_name_label, hunter_rank_label, value_label, percentage_label)
function damage_UI_entity.new(bar, highlighted_bar, player_name_label, dps_label, hunter_rank_label, value_label, percentage_label)
local entity = {};
--entity.visibility = visibility;
entity.bar = table_helpers.deep_copy(bar);
entity.highlighted_bar = table_helpers.deep_copy(highlighted_bar);
entity.player_name_label = table_helpers.deep_copy(player_name_label);
entity.dps_label = table_helpers.deep_copy(dps_label);
entity.hunter_rank_label = table_helpers.deep_copy(hunter_rank_label);
entity.value_label = table_helpers.deep_copy(value_label);
entity.percentage_label = table_helpers.deep_copy(percentage_label);
@@ -19,7 +20,7 @@ function damage_UI_entity.new(bar, highlighted_bar, player_name_label, hunter_ra
return entity;
end
function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_damage)
function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_damage, top_dps)
local player_include = config.current_config.damage_meter_UI.player_name_label.include.others;
if _player.id == _player.myself_id then
@@ -56,10 +57,14 @@ function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_d
end
end
x = string.format("%s / %s", tostring(_player.dps), tostring(top_dps));
if _player.id == player.myself_id and config.current_config.damage_meter_UI.settings.highlighted_bar == "Me" then
drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
elseif config.current_config.damage_meter_UI.settings.highlighted_bar == "Top Damage" and _player.display.total_damage == top_damage then
drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
elseif config.current_config.damage_meter_UI.settings.highlighted_bar == "Top DPS" and _player.dps == top_dps then
drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
else
drawing.draw_bar(_player.damage_UI.bar, position_on_screen, opacity_scale, player_damage_bar_percentage);
end
@@ -75,6 +80,7 @@ function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_d
drawing.draw_label(_player.damage_UI.player_name_label, position_on_screen, opacity_scale, player_name_text);
drawing.draw_label(_player.damage_UI.value_label, position_on_screen, opacity_scale, _player.display.total_damage);
drawing.draw_label(_player.damage_UI.percentage_label, position_on_screen, opacity_scale, 100 * player_damage_percentage);
drawing.draw_label(_player.damage_UI.dps_label, position_on_screen, opacity_scale, _player.dps);
end
function damage_UI_entity.init_module()