Procgen biomes (#13487)
* Planetmap tiles Biomes etc etc * a * oop * Chunk-based rendering * funny * Less allocations * Fix overdraw * Content tile edge support Also updated grass to use it as a POC. * Kindly revert * Update for variant edges * fixes * Use fastnoise * Remove redundant group * a * refactor a fair bit * Prototype data instead * tweaks * a * fix maths * working * a * Slightly better empty support * a * flowers * sounds * lewd * Networking * more fixes * better * colours * Some chunk loading * Proper loading and unloading * Better loading * Fix parallax and movement sounds * Anchoring support + decal setup * Most of the way to load and unload * Decal loading kinda werkin * large trees * started diffing * a * Variant support and deserts * a * snow * agony, even * working again * todo * a * laba tiles * aeiou * a # Conflicts: # Resources/Prototypes/Entities/Tiles/planet.yml # Resources/Prototypes/Tiles/planet.yml # Resources/Textures/Tiles/Planet/Lava/lava.rsi/meta.json * laba * Add lava * Initial ignition * triggers * a * a * y * Add basalt tiles Did some unconventional things for the animation + rocks. * fixies * mergies * promotion * lava biome * Lava planet start * cleanup and more lava * laba * maccas * biome stuf * weh * bongflicts * aeaeae * More fixes * a * these too
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@@ -1,5 +1,6 @@
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using Content.Client.Parallax.Managers;
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using Content.Shared.CCVar;
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using Content.Shared.Parallax.Biomes;
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using Robust.Client.Graphics;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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@@ -11,9 +12,11 @@ namespace Content.Client.Parallax;
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public sealed class ParallaxOverlay : Overlay
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IParallaxManager _manager = default!;
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private readonly ParallaxSystem _parallax;
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@@ -23,8 +26,15 @@ public sealed class ParallaxOverlay : Overlay
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{
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ZIndex = ParallaxSystem.ParallaxZIndex;
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IoCManager.InjectDependencies(this);
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_parallax = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ParallaxSystem>();
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_parallax = _entManager.System<ParallaxSystem>();
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (args.MapId == MapId.Nullspace || _entManager.HasComponent<BiomeComponent>(_mapManager.GetMapEntityId(args.MapId)))
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return false;
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return true;
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}
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protected override void Draw(in OverlayDrawArgs args)
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