Singularity Shaders and a lot of Shader Stuff (#2517)
* Beginnings of singulo shader * LOTS of changes!! * Minor changes * Singulo stuff * Aesthetic changes to singulo * Combining singulo change * ShaderAura uses IEntities now, not IPlayerSession * Fixes? * Fixes draw order for atmos * using fix * Address reviews * nuget.config whaaa * nuget haha * nuget why are you so dum * happy now * Preparing for omegachange * Merge from seventh level of hell * woork * Ignorecomponents add * mmf * RobustToolbox? * Fixes * Fixes Robust? * adds sprite * Nullables * Crit overlay stuff * Commits Robust
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@@ -1,8 +1,10 @@
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using System;
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#nullable enable
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using System;
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using Content.Client.Graphics.Overlays;
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using Content.Shared.GameObjects.Components.Weapons;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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@@ -15,7 +17,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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private TimeSpan _startTime;
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private double _duration;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState == null)
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{
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@@ -55,7 +57,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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_duration = newState.Duration;
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var overlayManager = IoCManager.Resolve<IOverlayManager>();
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var overlay = overlayManager.GetOverlay<FlashOverlay>(nameof(FlashOverlay));
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var overlay = overlayManager.GetOverlay<FlashOverlay>();
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overlay.ReceiveFlash(_duration);
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}
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}
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