reduced motion flash effect version 3 (#37824)
* V3 * Apply suggestions from code review
This commit is contained in:
@@ -1,8 +1,10 @@
|
|||||||
|
using Content.Shared.CCVar;
|
||||||
using Content.Shared.Flash;
|
using Content.Shared.Flash;
|
||||||
using Content.Shared.Flash.Components;
|
using Content.Shared.Flash.Components;
|
||||||
using Content.Shared.StatusEffect;
|
using Content.Shared.StatusEffect;
|
||||||
using Robust.Client.Graphics;
|
using Robust.Client.Graphics;
|
||||||
using Robust.Client.Player;
|
using Robust.Client.Player;
|
||||||
|
using Robust.Shared.Configuration;
|
||||||
using Robust.Shared.Enums;
|
using Robust.Shared.Enums;
|
||||||
using Robust.Shared.Prototypes;
|
using Robust.Shared.Prototypes;
|
||||||
using Robust.Shared.Timing;
|
using Robust.Shared.Timing;
|
||||||
@@ -17,13 +19,15 @@ namespace Content.Client.Flash
|
|||||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||||
[Dependency] private readonly IGameTiming _timing = default!;
|
[Dependency] private readonly IGameTiming _timing = default!;
|
||||||
|
[Dependency] private readonly IConfigurationManager _configManager = default!;
|
||||||
|
|
||||||
private readonly SharedFlashSystem _flash;
|
private readonly SharedFlashSystem _flash;
|
||||||
private readonly StatusEffectsSystem _statusSys;
|
private readonly StatusEffectsSystem _statusSys;
|
||||||
|
|
||||||
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
||||||
private readonly ShaderInstance _shader;
|
private readonly ShaderInstance _shader;
|
||||||
public float PercentComplete = 0.0f;
|
private bool _reducedMotion;
|
||||||
|
public float PercentComplete;
|
||||||
public Texture? ScreenshotTexture;
|
public Texture? ScreenshotTexture;
|
||||||
|
|
||||||
public FlashOverlay()
|
public FlashOverlay()
|
||||||
@@ -32,6 +36,8 @@ namespace Content.Client.Flash
|
|||||||
_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
|
_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
|
||||||
_flash = _entityManager.System<SharedFlashSystem>();
|
_flash = _entityManager.System<SharedFlashSystem>();
|
||||||
_statusSys = _entityManager.System<StatusEffectsSystem>();
|
_statusSys = _entityManager.System<StatusEffectsSystem>();
|
||||||
|
|
||||||
|
_configManager.OnValueChanged(CCVars.ReducedMotion, (b) => { _reducedMotion = b; }, invokeImmediately: true);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void FrameUpdate(FrameEventArgs args)
|
protected override void FrameUpdate(FrameEventArgs args)
|
||||||
@@ -49,8 +55,8 @@ namespace Content.Client.Flash
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
var curTime = _timing.CurTime;
|
var curTime = _timing.CurTime;
|
||||||
var lastsFor = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
|
var lastsFor = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
|
||||||
var timeDone = (float) (curTime - time.Value.Item1).TotalSeconds;
|
var timeDone = (float)(curTime - time.Value.Item1).TotalSeconds;
|
||||||
|
|
||||||
PercentComplete = timeDone / lastsFor;
|
PercentComplete = timeDone / lastsFor;
|
||||||
}
|
}
|
||||||
@@ -76,10 +82,22 @@ namespace Content.Client.Flash
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
var worldHandle = args.WorldHandle;
|
var worldHandle = args.WorldHandle;
|
||||||
_shader.SetParameter("percentComplete", PercentComplete);
|
if (_reducedMotion)
|
||||||
worldHandle.UseShader(_shader);
|
{
|
||||||
worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
|
// TODO: This is a very simple placeholder.
|
||||||
worldHandle.UseShader(null);
|
// Replace it with a proper shader once we come up with something good.
|
||||||
|
// Turns out making an effect that is supposed to be a bright, sudden, and disorienting flash
|
||||||
|
// not do any of that while also being equivalent in terms of game balance is hard.
|
||||||
|
var alpha = 1 - MathF.Pow(PercentComplete, 8f); // similar falloff curve to the flash shader
|
||||||
|
worldHandle.DrawRect(args.WorldBounds, new Color(0f, 0f, 0f, alpha));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_shader.SetParameter("percentComplete", PercentComplete);
|
||||||
|
worldHandle.UseShader(_shader);
|
||||||
|
worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
|
||||||
|
worldHandle.UseShader(null);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void DisposeBehavior()
|
protected override void DisposeBehavior()
|
||||||
|
|||||||
Reference in New Issue
Block a user