reduced motion flash effect version 3 (#37824)
* V3 * Apply suggestions from code review
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@@ -1,8 +1,10 @@
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using Content.Shared.CCVar;
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using Content.Shared.Flash;
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using Content.Shared.Flash.Components;
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using Content.Shared.StatusEffect;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@@ -17,13 +19,15 @@ namespace Content.Client.Flash
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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private readonly SharedFlashSystem _flash;
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private readonly StatusEffectsSystem _statusSys;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public float PercentComplete = 0.0f;
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private bool _reducedMotion;
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public float PercentComplete;
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public Texture? ScreenshotTexture;
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public FlashOverlay()
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@@ -32,6 +36,8 @@ namespace Content.Client.Flash
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_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
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_flash = _entityManager.System<SharedFlashSystem>();
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_statusSys = _entityManager.System<StatusEffectsSystem>();
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_configManager.OnValueChanged(CCVars.ReducedMotion, (b) => { _reducedMotion = b; }, invokeImmediately: true);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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@@ -49,8 +55,8 @@ namespace Content.Client.Flash
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return;
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var curTime = _timing.CurTime;
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var lastsFor = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
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var timeDone = (float) (curTime - time.Value.Item1).TotalSeconds;
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var lastsFor = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
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var timeDone = (float)(curTime - time.Value.Item1).TotalSeconds;
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PercentComplete = timeDone / lastsFor;
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}
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@@ -76,11 +82,23 @@ namespace Content.Client.Flash
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return;
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var worldHandle = args.WorldHandle;
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if (_reducedMotion)
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{
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// TODO: This is a very simple placeholder.
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// Replace it with a proper shader once we come up with something good.
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// Turns out making an effect that is supposed to be a bright, sudden, and disorienting flash
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// not do any of that while also being equivalent in terms of game balance is hard.
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var alpha = 1 - MathF.Pow(PercentComplete, 8f); // similar falloff curve to the flash shader
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worldHandle.DrawRect(args.WorldBounds, new Color(0f, 0f, 0f, alpha));
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}
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else
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{
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_shader.SetParameter("percentComplete", PercentComplete);
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worldHandle.UseShader(_shader);
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worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
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worldHandle.UseShader(null);
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}
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}
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protected override void DisposeBehavior()
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{
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