Species Component (#130)

* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -0,0 +1,32 @@
using SS14.Client.Graphics.Drawing;
using SS14.Client.Graphics.Overlays;
using SS14.Client.Graphics.Shaders;
using SS14.Client.Interfaces.Graphics.ClientEye;
using SS14.Client.Interfaces.Graphics.Overlays;
using SS14.Shared.IoC;
using SS14.Shared.Maths;
using SS14.Shared.Prototypes;
namespace Content.Client.Graphics.Overlays
{
public class CircleMaskOverlay : Overlay
{
[Dependency] private readonly IPrototypeManager _prototypeManager;
[Dependency] private readonly IEyeManager _eyeManager;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public CircleMaskOverlay() : base(nameof(CircleMaskOverlay))
{
IoCManager.InjectDependencies(this);
Shader = _prototypeManager.Index<ShaderPrototype>("circlemask").Instance();
}
protected override void Draw(DrawingHandle handle)
{
var worldHandle = (DrawingHandleWorld)handle;
var viewport = _eyeManager.GetWorldViewport();
worldHandle.DrawRect(viewport, Color.White);
}
}
}