reduced motion flash effect version 3 (#37824)

* V3

* Apply suggestions from code review
This commit is contained in:
slarticodefast
2025-07-10 11:30:58 +02:00
committed by GitHub
parent f574990b11
commit 415ba2e274

View File

@@ -1,8 +1,10 @@
using Content.Shared.CCVar;
using Content.Shared.Flash;
using Content.Shared.Flash.Components;
using Content.Shared.StatusEffect;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
@@ -17,13 +19,15 @@ namespace Content.Client.Flash
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
private readonly SharedFlashSystem _flash;
private readonly StatusEffectsSystem _statusSys;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _shader;
public float PercentComplete = 0.0f;
private bool _reducedMotion;
public float PercentComplete;
public Texture? ScreenshotTexture;
public FlashOverlay()
@@ -32,6 +36,8 @@ namespace Content.Client.Flash
_shader = _prototypeManager.Index(FlashedEffectShader).InstanceUnique();
_flash = _entityManager.System<SharedFlashSystem>();
_statusSys = _entityManager.System<StatusEffectsSystem>();
_configManager.OnValueChanged(CCVars.ReducedMotion, (b) => { _reducedMotion = b; }, invokeImmediately: true);
}
protected override void FrameUpdate(FrameEventArgs args)
@@ -49,8 +55,8 @@ namespace Content.Client.Flash
return;
var curTime = _timing.CurTime;
var lastsFor = (float) (time.Value.Item2 - time.Value.Item1).TotalSeconds;
var timeDone = (float) (curTime - time.Value.Item1).TotalSeconds;
var lastsFor = (float)(time.Value.Item2 - time.Value.Item1).TotalSeconds;
var timeDone = (float)(curTime - time.Value.Item1).TotalSeconds;
PercentComplete = timeDone / lastsFor;
}
@@ -76,10 +82,22 @@ namespace Content.Client.Flash
return;
var worldHandle = args.WorldHandle;
_shader.SetParameter("percentComplete", PercentComplete);
worldHandle.UseShader(_shader);
worldHandle.DrawTextureRectRegion(ScreenshotTexture, args.WorldBounds);
worldHandle.UseShader(null);
if (_reducedMotion)
{
// TODO: This is a very simple placeholder.
// 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()