Put radiation overlay in worldspace (#5590)

This commit is contained in:
wrexbe
2021-11-27 22:53:43 -08:00
committed by GitHub
parent 5520921ec2
commit 45ae0ffcf4

View File

@@ -40,8 +40,7 @@ namespace Content.Client.StationEvents
private TimeSpan _lastTick; private TimeSpan _lastTick;
// TODO: When worldHandle can do DrawCircle change this. public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
public RadiationPulseOverlay() public RadiationPulseOverlay()
{ {
@@ -116,29 +115,35 @@ namespace Content.Client.StationEvents
return; return;
} }
var elapsedTime = (float) (_gameTiming.CurTime - _lastTick).TotalSeconds;
_lastTick = _gameTiming.CurTime;
var radiationPulses = _entityManager var radiationPulses = _entityManager
.EntityQuery<RadiationPulseComponent>(true) .EntityQuery<RadiationPulseComponent>(true)
.ToList(); .ToList();
var screenHandle = args.ScreenHandle; if (radiationPulses.Count == 0)
var viewport = _eyeManager.GetWorldViewport(); {
return;
}
var elapsedTime = (float) (_gameTiming.CurTime - _lastTick).TotalSeconds;
_lastTick = _gameTiming.CurTime;
var worldHandle = args.WorldHandle;
var viewport = _eyeManager.GetWorldViewport();
foreach (var grid in _mapManager.FindGridsIntersecting(playerEntity.Transform.MapID, viewport)) foreach (var grid in _mapManager.FindGridsIntersecting(playerEntity.Transform.MapID, viewport))
{ {
worldHandle.SetTransform(grid.WorldMatrix);
foreach (var pulse in radiationPulses) foreach (var pulse in radiationPulses)
{ {
if (!pulse.Draw || grid.Index != pulse.Owner.Transform.GridID) continue; if (!pulse.Draw || grid.Index != pulse.Owner.Transform.GridID) continue;
// TODO: Check if viewport intersects circle var pulseTransform = pulse.Owner.Transform;
var circlePosition = args.ViewportControl!.WorldToScreen(pulse.Owner.Transform.WorldPosition);
// change to worldhandle when implemented var maxVisibleCircleArea = viewport.Enlarged(pulse.Range * 64);
screenHandle.DrawCircle( if (!maxVisibleCircleArea.Contains(pulseTransform.WorldPosition)) continue;
circlePosition,
pulse.Range * 64, worldHandle.DrawCircle(
pulseTransform.LocalPosition,
pulse.Range,
GetColor(pulse.Owner, pulse.Decay ? elapsedTime : 0, pulse.EndTime)); GetColor(pulse.Owner, pulse.Decay ? elapsedTime : 0, pulse.EndTime));
} }
} }