Comments (4)
Do you want it as part of the API or as some configuration that affects all plugins using RNUI? For the API, you can use TimerBarBase.Draw(x, y);
directly instead of the TimerBarPool
, though TimerBarPool
already does quite a bit to avoid overlapping between different plugins and the game scripts.
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In that case you will need to at least request the timerbars
texture dictionary before drawing them and maybe do some of the RESET/SET_SCRIPT_GFX_ALIGN_*
stuff (so the timerbars are affected by the safezone borders) depending on how you want to draw them.
RAGENativeUI/Source/Elements/TimerBars/TimerBarPool.cs
Lines 27 to 34 in e390ba6
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TimerBarBase.Draw(x, y);
will actually fit my purpose. I must've glanced over the fact that the base class had a Draw method to draw each bar individually. Appreciate the response!
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Sounds good, I'll have play around with it! Thanks for the help.
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Related Issues (20)
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