Add haloperidol, potassium iodide (#27454)
* add haloperidol, potassium iodide * review fixes * review and tuning * shader review * use timespan and AutoPausedField
This commit is contained in:
80
Content.Client/Drowsiness/DrowsinessOverlay.cs
Normal file
80
Content.Client/Drowsiness/DrowsinessOverlay.cs
Normal file
@@ -0,0 +1,80 @@
|
||||
using Content.Shared.Drowsiness;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Client.Drowsiness;
|
||||
|
||||
public sealed class DrowsinessOverlay : Overlay
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
||||
public override bool RequestScreenTexture => true;
|
||||
private readonly ShaderInstance _drowsinessShader;
|
||||
|
||||
public float CurrentPower = 0.0f;
|
||||
|
||||
private const float PowerDivisor = 250.0f;
|
||||
private const float Intensity = 0.2f; // for adjusting the visual scale
|
||||
private float _visualScale = 0; // between 0 and 1
|
||||
|
||||
public DrowsinessOverlay()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
|
||||
}
|
||||
|
||||
protected override void FrameUpdate(FrameEventArgs args)
|
||||
{
|
||||
var playerEntity = _playerManager.LocalEntity;
|
||||
|
||||
if (playerEntity == null)
|
||||
return;
|
||||
|
||||
if (!_entityManager.HasComponent<DrowsinessComponent>(playerEntity)
|
||||
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
|
||||
return;
|
||||
|
||||
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
|
||||
if (!statusSys.TryGetTime(playerEntity.Value, SharedDrowsinessSystem.DrowsinessKey, out var time, status))
|
||||
return;
|
||||
|
||||
var curTime = _timing.CurTime;
|
||||
var timeLeft = (float)(time.Value.Item2 - curTime).TotalSeconds;
|
||||
|
||||
CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
_visualScale = Math.Clamp(CurrentPower / PowerDivisor, 0.0f, 1.0f);
|
||||
return _visualScale > 0;
|
||||
}
|
||||
|
||||
protected override void Draw(in OverlayDrawArgs args)
|
||||
{
|
||||
if (ScreenTexture == null)
|
||||
return;
|
||||
|
||||
var handle = args.WorldHandle;
|
||||
_drowsinessShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
|
||||
_drowsinessShader.SetParameter("Strength", _visualScale * Intensity);
|
||||
handle.UseShader(_drowsinessShader);
|
||||
handle.DrawRect(args.WorldBounds, Color.White);
|
||||
handle.UseShader(null);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user