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;
}