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Restless Souls/Wishlist: Difference between revisions

m
→‎HUD: health animation ... this thing is more complex than I thought
m (→‎HUD: teaking overhealth remapping factor to compensate missing circle part)
m (→‎HUD: health animation ... this thing is more complex than I thought)
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Animation speed
'''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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