23 _progressBar.Top.Pixels = 270f;
24 _progressBar.HAlign = 0.5f;
25 _progressBar.VAlign = 0f;
28 _progressMessage.Top.Pixels -= 70f;
43 public override void Update(GameTime gameTime)
46 _progressMessage.Top.Pixels = _progressBar.Top.Pixels - 70f;
49 base.Update(gameTime);
57 base.Draw(spriteBatch);
63 float overallProgress = 0f;
64 float currentProgress = 0f;
65 string text =
string.Empty;
73 _progressMessage.Text =
text;
76 _progressMessage.Text =
string.Concat(
Main.
rand.Next(999999999));
77 for (
int i = 0; i < 3; i++)
81 _progressMessage.Text +=
Main.
rand.Next(999999999);
94 _progressMessage.Text = text2;
117 return $
"{0:0.0%} - ... - {0:0.0%}";
static float Lerp(float value1, float value2, float amount)
static double Cos(double d)
static double Sin(double a)
void SetProgress(float overallProgress, float currentProgress)
override void Recalculate()
override void Draw(SpriteBatch spriteBatch)
UIHeader _progressMessage
UIGenProgressBar _progressBar
override void DrawSelf(SpriteBatch spriteBatch)
GenerationProgress _progress
override void Update(GameTime gameTime)
override void OnActivate()
void UpdateGamepadSquiggle()
static string GetTextValue(string key)
static GameTipsDisplay gameTips
static UnifiedRandom rand
static float GlobalTimeWrappedHourly
static void ChangePoint(int PointID)
static Dictionary< int, UILinkPoint > Points
static void SetPosition(int ID, Vector2 Position)
void Append(UIElement element)
virtual void Recalculate()
void CopyStyle(UIElement element)
static float GetLerpValue(float from, float to, float t, bool clamped=false)
static GenerationProgress CurrentGenerationProgress
static bool noTrapsWorldGen
static bool drunkWorldGenText
static bool getGoodWorldGen