Add noir glasses (#36923)

hardboiled
This commit is contained in:
slarticodefast
2025-05-02 00:07:47 +02:00
committed by GitHub
parent 35f7abafe5
commit 42dce359e5
9 changed files with 132 additions and 2 deletions

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@@ -0,0 +1,47 @@
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
namespace Content.Client.Overlays;
public sealed partial class BlackAndWhiteOverlay : Overlay
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _greyscaleShader;
public BlackAndWhiteOverlay()
{
IoCManager.InjectDependencies(this);
_greyscaleShader = _prototypeManager.Index<ShaderPrototype>("GreyscaleFullscreen").InstanceUnique();
ZIndex = 10; // draw this over the DamageOverlay, RainbowOverlay etc.
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
{
if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
return false;
if (args.Viewport.Eye != eyeComp.Eye)
return false;
return true;
}
protected override void Draw(in OverlayDrawArgs args)
{
if (ScreenTexture == null)
return;
var handle = args.WorldHandle;
_greyscaleShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
handle.UseShader(_greyscaleShader);
handle.DrawRect(args.WorldBounds, Color.White);
handle.UseShader(null);
}
}

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@@ -0,0 +1,34 @@
using Content.Shared.Inventory.Events;
using Content.Shared.Overlays;
using Robust.Client.Graphics;
using Robust.Client.Player;
namespace Content.Client.Overlays;
public sealed partial class BlackAndWhiteOverlaySystem : EquipmentHudSystem<BlackAndWhiteOverlayComponent>
{
[Dependency] private readonly IOverlayManager _overlayMan = default!;
private BlackAndWhiteOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
_overlay = new();
}
protected override void UpdateInternal(RefreshEquipmentHudEvent<BlackAndWhiteOverlayComponent> component)
{
base.UpdateInternal(component);
_overlayMan.AddOverlay(_overlay);
}
protected override void DeactivateInternal()
{
base.DeactivateInternal();
_overlayMan.RemoveOverlay(_overlay);
}
}

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@@ -76,6 +76,7 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowMindShieldIconsComponent>>(RefRelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowMindShieldIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RefRelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowSyndicateIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowCriminalRecordIconsComponent>>(RefRelayInventoryEvent); SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<ShowCriminalRecordIconsComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, RefreshEquipmentHudEvent<BlackAndWhiteOverlayComponent>>(RefRelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs); SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<EquipmentVerb>>(OnGetEquipmentVerbs);
SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<InnateVerb>>(OnGetInnateVerbs); SubscribeLocalEvent<InventoryComponent, GetVerbsEvent<InnateVerb>>(OnGetInnateVerbs);

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@@ -0,0 +1,10 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Overlays;
/// <summary>
/// Makes the entity see everything in black and white by adding an overlay.
/// When added to a clothing item it will also grant the wearer the same overlay.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class BlackAndWhiteOverlayComponent : Component;

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@@ -120,8 +120,7 @@
components: components:
- type: StorageFill - type: StorageFill
contents: contents:
- id: ClothingEyesGlassesSecurity - id: ClothingEyesGlassesNoir
prob: 0.3
- id: ClothingHeadHatDetGadget - id: ClothingHeadHatDetGadget
- id: ClothingNeckTieDet - id: ClothingNeckTieDet
- id: ClothingOuterVestDetective - id: ClothingOuterVestDetective

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@@ -265,3 +265,24 @@
- type: Clothing - type: Clothing
sprite: Clothing/Eyes/Glasses/ninjavisor.rsi sprite: Clothing/Eyes/Glasses/ninjavisor.rsi
- type: FlashImmunity - type: FlashImmunity
- type: entity
parent: ClothingEyesBase
id: ClothingEyesGlassesNoir
name: noir-tech glasses
description: A pair of glasses that simulate what the world looked like before the invention of color.
components:
- type: Sprite
sprite: Clothing/Eyes/Glasses/noir.rsi
- type: Clothing
sprite: Clothing/Eyes/Glasses/sunglasses.rsi
- type: IdentityBlocker
coverage: EYES
- type: FlashImmunity
- type: EyeProtection
protectionTime: 5
- type: BlackAndWhiteOverlay
- type: Tag
tags:
- HamsterWearable
- WhitelistChameleon

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@@ -0,0 +1,18 @@
{
"version": 1,
"license": "CC-BY-NC-SA-3.0",
"copyright": "taken from goonstation at commit https://github.com/goonstation/goonstation/commit/9affe47cd1b192f6d1900a64a5b5a07a54251e37",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "equipped-EYES",
"directions": 4
},
{
"name": "icon"
}
]
}