mirror of
https://github.com/GreenComfyTea/MHR-Overlay.git
synced 2026-01-24 12:28:03 -08:00
Static and dynamic positioning of large monster UI are now separated.
This commit is contained in:
148
MHR_Overlay/UI/Modules/large_monster_UI.lua
Normal file
148
MHR_Overlay/UI/Modules/large_monster_UI.lua
Normal file
@@ -0,0 +1,148 @@
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local large_monster_UI = {};
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local singletons;
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local config;
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local customization_menu;
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local large_monster;
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local screen;
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local player;
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local drawing;
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local table_helpers;
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local health_UI_entity;
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local stamina_UI_entity;
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local rage_UI_entity;
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function large_monster_UI.draw()
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if singletons.enemy_manager == nil then
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return;
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end
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local displayed_monsters = {};
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local enemy_count = singletons.enemy_manager:call("getBossEnemyCount");
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if enemy_count == nil then
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return;
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end
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for i = 0, enemy_count - 1 do
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local enemy = singletons.enemy_manager:call("getBossEnemy", i);
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if enemy == nil then
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customization_menu.status = "No enemy";
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break
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end
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local monster = large_monster.list[enemy];
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if monster == nil then
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customization_menu.status = "No monster hp entry";
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break
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end
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table.insert(displayed_monsters, monster);
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end
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if config.current_config.large_monster_UI.dynamic.enabled then
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local i = 0;
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for _, monster in ipairs(displayed_monsters) do
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if config.current_config.large_monster_UI.dynamic.settings.max_distance == 0 then
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break;
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end
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local position_on_screen = {};
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local world_offset = Vector3f.new(config.current_config.large_monster_UI.dynamic.world_offset.x, config.current_config.large_monster_UI.dynamic.world_offset.y, config.current_config.large_monster_UI.dynamic.world_offset.z);
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position_on_screen = draw.world_to_screen(monster.position + world_offset);
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if position_on_screen == nil then
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goto continue;
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end
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position_on_screen.x = position_on_screen.x + config.current_config.large_monster_UI.dynamic.viewport_offset.x;
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position_on_screen.y = position_on_screen.y + config.current_config.large_monster_UI.dynamic.viewport_offset.y;
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local opacity_scale = 1;
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local distance = (player.myself_position - monster.position):length();
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if distance > config.current_config.large_monster_UI.dynamic.settings.max_distance then
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goto continue;
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end
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if config.current_config.large_monster_UI.dynamic.settings.opacity_falloff then
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opacity_scale = 1 - (distance / config.current_config.large_monster_UI.dynamic.settings.max_distance);
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end
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large_monster.draw_dynamic(monster, position_on_screen, opacity_scale);
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i = i + 1;
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::continue::
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end
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end
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if config.current_config.large_monster_UI.static.enabled then
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-- sort here
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if config.current_config.large_monster_UI.static.sorting.type == "Normal" and config.current_config.large_monster_UI.static.sorting.reversed_order then
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local reversed_monsters = {};
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for i = #displayed_monsters, 1, -1 do
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table.insert(reversed_monsters, displayed_monsters[i]);
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end
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displayed_monsters = reversed_monsters;
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elseif config.current_config.large_monster_UI.static.sorting.type == "Health" then
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if config.current_config.large_monster_UI.static.sorting.reversed_order then
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table.sort(displayed_monsters, function(left, right)
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return left.health > right.health;
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end);
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else
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table.sort(displayed_monsters, function(left, right)
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return left.health < right.health;
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end);
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end
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elseif config.current_config.large_monster_UI.static.sorting.type == "Health Percentage" then
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if config.current_config.large_monster_UI.static.sorting.reversed_order then
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table.sort(displayed_monsters, function(left, right)
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return left.health_percentage > right.health_percentage;
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end);
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else
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table.sort(displayed_monsters, function(left, right)
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return left.health_percentage < right.health_percentage;
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end);
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end
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end
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local position_on_screen = screen.calculate_absolute_coordinates(config.current_config.large_monster_UI.static.position);
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local i = 0;
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for _, monster in ipairs(displayed_monsters) do
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local monster_position_on_screen = {
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x = position_on_screen.x,
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y = position_on_screen.y
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}
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if config.current_config.large_monster_UI.static.settings.orientation == "Horizontal" then
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monster_position_on_screen.x = monster_position_on_screen.x + config.current_config.large_monster_UI.static.spacing.x * i;
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else
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monster_position_on_screen.y = monster_position_on_screen.y + config.current_config.large_monster_UI.static.spacing.y * i;
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end
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large_monster.draw_static(monster, monster_position_on_screen, 1);
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i = i + 1;
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end
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end
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end
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function large_monster_UI.init_module()
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singletons = require("MHR_Overlay.Game_Handler.singletons");
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config = require("MHR_Overlay.Misc.config");
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customization_menu = require("MHR_Overlay.UI.customization_menu");
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large_monster = require("MHR_Overlay.Monsters.large_monster");
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screen = require("MHR_Overlay.Game_Handler.screen");
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player = require("MHR_Overlay.Damage_Meter.player");
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drawing = require("MHR_Overlay.UI.drawing");
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table_helpers = require("MHR_Overlay.Misc.table_helpers");
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health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity");
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stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity");
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rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity");
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end
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return large_monster_UI;
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