Prevent content from overriding sprite shader (#9036)

This commit is contained in:
Leon Friedrich
2022-07-15 14:28:51 +12:00
committed by GitHub
parent 603ceea256
commit 21fca0f6e3
4 changed files with 32 additions and 11 deletions

View File

@@ -40,6 +40,7 @@ namespace Content.Client.DragDrop
[Dependency] private readonly CombatModeSystem _combatMode = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
// how often to recheck possible targets (prevents calling expensive
// check logic each update)
@@ -74,7 +75,7 @@ namespace Content.Client.DragDrop
private ShaderInstance? _dropTargetInRangeShader;
private ShaderInstance? _dropTargetOutOfRangeShader;
private readonly List<ISpriteComponent> _highlightedSprites = new();
private readonly List<SpriteComponent> _highlightedSprites = new();
public override void Initialize()
{
@@ -376,10 +377,10 @@ namespace Content.Client.DragDrop
// TODO: Duplicated in SpriteSystem and TargetOutlineSystem. Should probably be cached somewhere for a frame?
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
var bounds = new Box2(mousePos - 1.5f, mousePos + 1.5f);
var pvsEntities = EntitySystem.Get<EntityLookupSystem>().GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Anchored);
var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Anchored);
foreach (var pvsEntity in pvsEntities)
{
if (!EntityManager.TryGetComponent(pvsEntity, out ISpriteComponent? inRangeSprite) ||
if (!EntityManager.TryGetComponent(pvsEntity, out SpriteComponent? inRangeSprite) ||
!inRangeSprite.Visible ||
pvsEntity == _dragDropHelper.Dragged) continue;
@@ -396,6 +397,11 @@ namespace Content.Client.DragDrop
&& _interactionSystem.InRangeUnobstructed(dropArgs.Target, dropArgs.Target);
}
if (inRangeSprite.PostShader != null &&
inRangeSprite.PostShader != _dropTargetInRangeShader &&
inRangeSprite.PostShader != _dropTargetOutOfRangeShader)
return;
// highlight depending on whether its in or out of range
inRangeSprite.PostShader = valid.Value ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
@@ -407,6 +413,9 @@ namespace Content.Client.DragDrop
{
foreach (var highlightedSprite in _highlightedSprites)
{
if (highlightedSprite.PostShader != _dropTargetInRangeShader && highlightedSprite.PostShader != _dropTargetOutOfRangeShader)
continue;
highlightedSprite.PostShader = null;
highlightedSprite.RenderOrder = 0;
}

View File

@@ -23,18 +23,20 @@ namespace Content.Client.Interactable.Components
{
_lastRenderScale = renderScale;
_inRange = inInteractionRange;
if (_entMan.TryGetComponent(Owner, out ISpriteComponent? sprite))
if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite) && sprite.PostShader == null)
{
sprite.PostShader = MakeNewShader(inInteractionRange, renderScale);
sprite.RenderOrder = _entMan.CurrentTick.Value;
// TODO why is this creating a new instance of the outline shader every time the mouse enters???
_shader = MakeNewShader(inInteractionRange, renderScale);
sprite.PostShader = _shader;
}
}
public void OnMouseLeave()
{
if (_entMan.TryGetComponent(Owner, out ISpriteComponent? sprite))
if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite))
{
sprite.PostShader = null;
if (sprite.PostShader == _shader)
sprite.PostShader = null;
sprite.RenderOrder = 0;
}
@@ -44,11 +46,13 @@ namespace Content.Client.Interactable.Components
public void UpdateInRange(bool inInteractionRange, int renderScale)
{
if (_entMan.TryGetComponent(Owner, out ISpriteComponent? sprite)
if (_entMan.TryGetComponent(Owner, out SpriteComponent? sprite)
&& sprite.PostShader == _shader
&& (inInteractionRange != _inRange || _lastRenderScale != renderScale))
{
_inRange = inInteractionRange;
_lastRenderScale = renderScale;
_shader = MakeNewShader(_inRange, _lastRenderScale);
sprite.PostShader = _shader;
}

View File

@@ -1,5 +1,4 @@
using Content.Client.ContextMenu.UI;
using Content.Client.Interactable;
using Content.Client.Interactable.Components;
using Content.Client.Viewport;
using Content.Shared.CCVar;

View File

@@ -21,6 +21,7 @@ public sealed class TargetOutlineSystem : EntitySystem
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SpriteSystem _spriteSystem = default!;
private bool _enabled = false;
@@ -143,7 +144,7 @@ public sealed class TargetOutlineSystem : EntitySystem
if (!valid)
{
// was this previously valid?
if (_highlightedSprites.Remove(sprite))
if (_highlightedSprites.Remove(sprite) && (sprite.PostShader == _shaderTargetValid || sprite.PostShader == _shaderTargetInvalid))
{
sprite.PostShader = null;
sprite.RenderOrder = 0;
@@ -162,6 +163,11 @@ public sealed class TargetOutlineSystem : EntitySystem
valid = (origin - target).LengthSquared <= Range;
}
if (sprite.PostShader != null &&
sprite.PostShader != _shaderTargetValid &&
sprite.PostShader != _shaderTargetInvalid)
return;
// highlight depending on whether its in or out of range
sprite.PostShader = valid ? _shaderTargetValid : _shaderTargetInvalid;
sprite.RenderOrder = EntityManager.CurrentTick.Value;
@@ -173,6 +179,9 @@ public sealed class TargetOutlineSystem : EntitySystem
{
foreach (var sprite in _highlightedSprites)
{
if (sprite.PostShader != _shaderTargetValid && sprite.PostShader != _shaderTargetInvalid)
continue;
sprite.PostShader = null;
sprite.RenderOrder = 0;
}