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