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Paradox-01 (talk | contribs) m (→HUD: teaking overhealth remapping factor to compensate missing circle part) |
Paradox-01 (talk | contribs) m (→HUD: health animation ... this thing is more complex than I thought) |
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'''Danger animations''' | |||
* Anywhere from 0 to 20% health the bar is flashing to indicate damage. | |||
* While regenerating the health bar is slowly increasing while a transparent area indicates how much the regeneration will be. That zone is color-interpolated on current health. | |||
* Taken damage is indicated by instantly dropped health while a transparent area is ''melting'' to the new health value. | |||
So, both - present and past/future health - use animations. | |||
To deal with the transparent areas it might be the easiest to add another object to the health bar. In total we have then three: a frame texture, a "future/past health" material, and a "present health" material. | |||
[...] | [...] |
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